EP1124368B1 - Signal conversion device, server device, network information system and control methods for them, and telephone terminal device - Google Patents
Signal conversion device, server device, network information system and control methods for them, and telephone terminal device Download PDFInfo
- Publication number
- EP1124368B1 EP1124368B1 EP00948343.9A EP00948343A EP1124368B1 EP 1124368 B1 EP1124368 B1 EP 1124368B1 EP 00948343 A EP00948343 A EP 00948343A EP 1124368 B1 EP1124368 B1 EP 1124368B1
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- EP
- European Patent Office
- Prior art keywords
- telephone terminal
- converter
- data
- game server
- server
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- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Expired - Lifetime
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04M—TELEPHONIC COMMUNICATION
- H04M11/00—Telephonic communication systems specially adapted for combination with other electrical systems
- H04M11/007—Telephonic communication systems specially adapted for combination with other electrical systems with remote control systems
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04M—TELEPHONIC COMMUNICATION
- H04M3/00—Automatic or semi-automatic exchanges
- H04M3/42—Systems providing special services or facilities to subscribers
- H04M3/487—Arrangements for providing information services, e.g. recorded voice services or time announcements
- H04M3/493—Interactive information services, e.g. directory enquiries ; Arrangements therefor, e.g. interactive voice response [IVR] systems or voice portals
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04M—TELEPHONIC COMMUNICATION
- H04M3/00—Automatic or semi-automatic exchanges
- H04M3/42—Systems providing special services or facilities to subscribers
- H04M3/487—Arrangements for providing information services, e.g. recorded voice services or time announcements
- H04M3/493—Interactive information services, e.g. directory enquiries ; Arrangements therefor, e.g. interactive voice response [IVR] systems or voice portals
- H04M3/4938—Interactive information services, e.g. directory enquiries ; Arrangements therefor, e.g. interactive voice response [IVR] systems or voice portals comprising a voice browser which renders and interprets, e.g. VoiceXML
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04M—TELEPHONIC COMMUNICATION
- H04M7/00—Arrangements for interconnection between switching centres
- H04M7/006—Networks other than PSTN/ISDN providing telephone service, e.g. Voice over Internet Protocol (VoIP), including next generation networks with a packet-switched transport layer
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04M—TELEPHONIC COMMUNICATION
- H04M2203/00—Aspects of automatic or semi-automatic exchanges
- H04M2203/10—Aspects of automatic or semi-automatic exchanges related to the purpose or context of the telephonic communication
- H04M2203/1066—Game playing
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04M—TELEPHONIC COMMUNICATION
- H04M2207/00—Type of exchange or network, i.e. telephonic medium, in which the telephonic communication takes place
- H04M2207/18—Type of exchange or network, i.e. telephonic medium, in which the telephonic communication takes place wireless networks
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04M—TELEPHONIC COMMUNICATION
- H04M2207/00—Type of exchange or network, i.e. telephonic medium, in which the telephonic communication takes place
- H04M2207/20—Type of exchange or network, i.e. telephonic medium, in which the telephonic communication takes place hybrid systems
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04M—TELEPHONIC COMMUNICATION
- H04M2242/00—Special services or facilities
- H04M2242/22—Automatic class or number identification arrangements
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04M—TELEPHONIC COMMUNICATION
- H04M3/00—Automatic or semi-automatic exchanges
- H04M3/38—Graded-service arrangements, i.e. some subscribers prevented from establishing certain connections
- H04M3/382—Graded-service arrangements, i.e. some subscribers prevented from establishing certain connections using authorisation codes or passwords
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04M—TELEPHONIC COMMUNICATION
- H04M3/00—Automatic or semi-automatic exchanges
- H04M3/42—Systems providing special services or facilities to subscribers
- H04M3/42025—Calling or Called party identification service
- H04M3/42034—Calling party identification service
- H04M3/42059—Making use of the calling party identifier
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04M—TELEPHONIC COMMUNICATION
- H04M3/00—Automatic or semi-automatic exchanges
- H04M3/42—Systems providing special services or facilities to subscribers
- H04M3/42314—Systems providing special services or facilities to subscribers in private branch exchanges
- H04M3/42323—PBX's with CTI arrangements
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04M—TELEPHONIC COMMUNICATION
- H04M7/00—Arrangements for interconnection between switching centres
- H04M7/0012—Details of application programming interfaces [API] for telephone networks; Arrangements which combine a telephonic communication equipment and a computer, i.e. computer telephony integration [CPI] arrangements
- H04M7/0018—Computer Telephony Resource Boards
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04M—TELEPHONIC COMMUNICATION
- H04M7/00—Arrangements for interconnection between switching centres
- H04M7/12—Arrangements for interconnection between switching centres for working between exchanges having different types of switching equipment, e.g. power-driven and step by step or decimal and non-decimal
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04Q—SELECTING
- H04Q1/00—Details of selecting apparatus or arrangements
- H04Q1/18—Electrical details
- H04Q1/30—Signalling arrangements; Manipulation of signalling currents
- H04Q1/44—Signalling arrangements; Manipulation of signalling currents using alternate current
- H04Q1/444—Signalling arrangements; Manipulation of signalling currents using alternate current with voice-band signalling frequencies
- H04Q1/45—Signalling arrangements; Manipulation of signalling currents using alternate current with voice-band signalling frequencies using multi-frequency signalling
Definitions
- the present invention relates to a network information system which realizes the control of a server by using a DTMF (Dual Tone Multi Frequency) signal, i.e., a PB (Push Button) signal or a packet signal, from a telephone terminal such as a portable telephone terminal or a stationary telephone terminal.
- DTMF Dual Tone Multi Frequency
- PB Push Button
- a telephone system for connecting a customer to a supplier of goods.
- the telephone system automatically connects a potential customer with a nearby dealer who can provide the goods and services desired by the potential customer.
- the potential customer first dials an "800"-type number which preferably includes digits uniquely characteristic of the product or service desired.
- the system identifies the originating telephone number of the potential customer and a computer initially routes the call to a specific customer dealer service company (CDSC) office in the general vicinity of the potential customer.
- CDSC customer dealer service company
- the specifically equipped CDSC HQ office includes a vertical-horizontal (V-H) file listing each dealer by product/service and equivalent of longitude/latitude.
- a comparison is performed between the telephone number of the potential customer and the data in the V-H file to find 1-3 selected dealers nearby the potential customer.
- the system then automatically dials the telephone number of the closest dealer thereby routing the potential customer directly to a nearby dealer who can provide the products or services of interest to that customer. If the dealer's telephone number is busy or does not answer, the system can attempt to call another nearby dealer if one exists.
- the system also provides for billing the telephone call and for reporting each call in detail to the advertiser.
- EP 0 279 884 A1 there is described a telephonic data access and transmission system.
- the system is provided for transmitting and accessing data through a standard telephone system.
- the system includes activating a key or sequence of keys wherein each key represents a plurality of letters. Signals produced by activating the keys are compared to a data base having indexed entries of words or names. In this way, words can be input into the system using only 8 unique keys.
- XP-000811097 there is described adding voice to an office computer network.
- a specially designed processor connects to a telephone instrument and transmits digitized voice, signalling, and supervisory information in discrete packets over an Ethernet local area network.
- US 5,007,649 relates to a gaming system with a system base station and gaming boards.
- an electronic bingo system comprises three major components including a system base station, a plurality of electronic bingo or gaming boards and a plurality of validation units.
- the system base station 10 uses a communications cradle unit 24 to communicate with any of the electronic gaming boards 12 or any of the validation units 14.
- the electronic gaming boards 12 are used by players in place of physical paper cards and markers which traditionally have been used in the game of bingo. Connection of the electronic gaming board 12 to the system base station 10 is through a male plug of the cradle 24 which is received in the adapter plug 36. to play use a telephone to select the number on game card that is entered into a remotely located bingo game.
- a computer supported television game show system includes a general purpose CPU 20. The CPU contains the computer programming means to start up, interact with, and control all the peripheral devices that make up the television bingo system.
- a telephone system 36 is also connected to the CPU 20. The telephone system 36 accepts touch tone (DTMF) input and converts it to digital data for use by the CPU 20.
- DTMF touch tone
- US 5,108,115 relates to an interactive game show and to a method for achieving interactive communication therewith.
- each individual home contestant desiring to participate in winning a prize award would employ a telephone 34 in order to enter the game contest.
- a plurality of telephones 34 are connected to standard telephone switching equipment 35, with switching equipment 35 being connected to the central receiving processing station 32.
- central receiving and processing station 32 is programmed to receive identifying indicia designating the particular event in which the home participant seeks to participate. Further, viewers make their selections for an upcoming show, utilising a touch tone telephone.
- This network game can be enjoyed in a variety of ways such as playing against unknown players or solving riddles with a number of other players gathered in the same field.
- LAN Local Area Network
- a network game using the Internet is available.
- such a network game also requires each player to implement a computer system and is not a system in which everybody can participate easily.
- the object of the present invention is to provide a network information system that can respond to the information provided by an information provider (i.e., server) by using a telephone terminal as a controller, a server.
- an information provider i.e., server
- the embodiment of the present invention is a network information system having the features of claim 1.
- a network information system will be described by taking a network game system as an example.
- FIG. 1 The general constitution of a network game system is shown in Fig. 1 .
- a network game system 100 roughly comprises a first network game server 200-1, a second network game server 200-2, and a public line network 300 that connects a stationary telephone terminal 301, a portable telephone terminal 302 or a portable telephone terminal 303 to the network game servers 200-1 and 200-2 via communication lines.
- the first network game server 200-1 comprises a PB converter 201 that converts a PB (Push Button) signal inputted from the public line network 300 into control data, a private branch exchange (PBX) 202 that connects the stationary telephone terminal 301, portable telephone terminal 302 or portable telephone terminal 303 connected to the PBX via the public line network 300 to the PB converter 201, a game server 203 that actually executes a game application program, and a large-screen display 204 that displays a game screen under the control of the game server 203.
- PB Private branch exchange
- the second network game server 200-2 comprises a PB converter 206 that converts a PB signal inputted from the public line network 300 into control data, a private branch exchange (PBX) 207 that connects the stationary telephone terminal 301, portable telephone terminal 302 or portable telephone terminal 303 connected to the PBX via the public line network 300 to the PB converter 206, a game server 208 that actually executes a game application program, a large-screen display 209 that displays a game screen on the basis of the picture signal outputted from the game server 208, and a broadcaster 211 that converts the picture signal and audio signal outputted from the game server 208 into airwaves and transmits the airwaves to a household television set 305 via a broadcast antenna 210.
- PBX private branch exchange
- the public line network 300 comprises a wire public line network 305, a wireless public line network 306, wireless base stations 307 and 308, and control stations 309 and 310..
- the PB converter 201 and the PB converter 206 have the same constitution, the general constitutions of the PB converters will be described below by taking the PB converter 201 as an example.
- the general block diagram of the PB converter 201 is shown in Fig. 2 .
- the PB converter 201 comprises an MPU (Micro Processor Unit) 20 that controls the whole PB converter 201, a ROM 21 in which a control program and control data are stored, a RAM 22 which stores a variety of data temporarily and is also used as a working area, a display 23 that displays a variety of information, a video card 24 that interfaces between the MPU 20 and the display 23, an input device 25 such as a keyboard with which an operator performs a variety of operations, a data communication card 26 that interfaces between the MPU 20 and the game server 203, an external storage 27 such as a hard disk that stores large amounts of various data, a plurality of computer telephony cards 28-1 to 28-n that interface between the MPU 20 and the PBX 202, and buses 29 which interconnect the MPU 20, the ROM 21, the RAM 22, the display 23, the video card 24, the input device 25, the data communication card 26, the external storage 27 and the computer telephony cards 28-1 to 28-n with one another.
- MPU Micro Processor Unit
- the computer telephony card 28 has two line connection terminals and comprises not only audio signal processing units 410-1 and 410-2 each of which corresponds to each of the two lines but also a CODEC 420, an MVIP controller 431, a DSP (Digital Signal Processor) 432, an access control unit 433, an SRAM 434, an I/O port 435, an expansion bus interface (I/F) 436, a PC interface 440, a bus controller 441, a bus 422, an audio output unit 451, and an audio input unit 452.
- the specification of the bus 422 may be, for example, an existing specification such as ISA (Industry Standard Architecture) or PCI (Peripheral Component Interconnect) or other specification.
- the CODEC 420 has the function of converting an analog audio signal (including a PB signal) into digital data and the function of converting the digital data into an analog audio signal.
- the MVIP controller 431 controls the input and output of digital data corresponding to each line in accordance with MVIP (Multi-Vendor Integration Protocol). Further, the MVIP controller 431 has a line-switching-and-connecting function, which enables the controller 431 to handle line connection not only in the same card but also between different cards connected via an MVIP bus.
- MVIP Multi-Vendor Integration Protocol
- the DSP 432 not only controls the line connection by the MVIP controller 431 but also detects a DTMF (PB signal) from the inputted aural signal.
- the data (1 to 9, 0, *, #, and A to D) corresponding to the PB signals detected in the DSP 432 are written in the predetermined area of the SRAM 434 at the timing controlled by the access control unit 433.
- the data corresponding to the PB signals written in the SRAM 434 are converted into predetermined commands and transmitted to the game server 203.
- the I/O port 435 is a port which inputs and outputs signals controlling ON's and OFF's of various switches provided in the analog processing units 410-1 and 410-2.
- the expansion bus interface (I/F) 436 is an interface used when a facsimile feature or the like is additionally implemented, and a PC interface 440 is an interface between the DSP 432 and a bus 442.
- the bus controller 441 controls the bus 442.
- the audio output unit 451 outputs an audio signal to the outside of the card and has a speaker terminal SP.
- the audio-input unit 452 is inputted an audio signal from the outside of the card and has a microphone terminal MIC.
- analog processing unit 410-1 Next, a description will be given to the analog processing unit 410-1.
- the description of the analog processing unit 410-2 will be omitted since it has the same structure as that of the analog processing unit 410-1.
- the analog processing unit 410-1 comprises an incoming signal-detecting unit 411 that detects an incoming signal, a loop-detecting unit 412 that detects inversion of polarity, a line-voltage-monitoring unit 413 that monitors whether a voltage is sufficient for calling, a direct-current-loop-closing circuit 414 that closes a direct-current loop to have a line connected, a transformer 415 that extracts an audio signal (alternating-current signal), a hybrid circuit 416 that separates the aural signal into an input signal and an output signal, a hook-state-detecting unit 147 that detects the state of the hook of a telephone externally connected to a terminal TEL1, a constant-current-supplying circuit 418 that supplies a predetermined amount of current to the externally connected telephone, an F-NET-signal-inputting circuit 419 that receives an incoming call in an on-hook state, a line connection terminal LINE1 (telephony port), and an externally connected telephone terminal TEL1.
- terminal RING in Figs. 28A and 28B is used for connecting to a power supply for ringing the externally connected telephone's bell.
- the computer telephony card shown in Figs. 28A and 28B complies with a telecommunication terminal equipment qualification standard, and when a computer telephony card having the above function and complying with the qualification standard is used, the present embodiment of the present invention can be accomplished. Therefore, a further description to each function will be omitted.
- the general block diagram of the game server 203 is shown in Fig. 3 .
- the game server 203 is constituted by using a so-called "game playing machine”. It roughly comprises a game playing machine body 31 (including a ROM cassette for a game application program or a CD-ROM player) having controller input terminals TC1 and TC2 to which special game controllers are connected and a signal converter 32 that converts the output signals of the PB converter into the signals such as is outputted from the game controllers.
- the number of the controller input terminals is not limited to two but may be three or more.
- the general block diagram of the game server 208 is shown in Fig. 4 .
- the game server 208 is a personal computer in which a game application program is installed to serve as a game server and comprises an MPU (Micro Processor Unit) 35 that controls the whole game server 208, a ROM 36 in which a control program and control data are stored, a RAM 37 that stores a variety of data temporarily and is also used as a working area, a video card 38 that interfaces between the MPU 35 and the large-screen display 209, an input device 39 such as a keyboard with which an operator performs a variety of operations, a data communication card 40 that interfaces between the MPU 35 and the PB converter 206, an external storage 41 such as a hard disk that stores large amounts of various data, a data communication card 42 that interfaces between the MPU 35 and the broadcaster 211, and buses 43 which interconnect the MPU 35, the ROM 36, the RAM 37, the video card 38, the input device 39, the data communication card 40, the external storage 41 and the data communication card 42 with one another.
- MPU Micro Processor Unit
- FIG. 5A and 5B The block diagrams of the functions of the PB converter 206 and the game server 208 are shown in Figs. 5A and 5B .
- the PB converter 206 has a PB-signal-converting function F1 that converts a PB signal (DTMF) received from the network via the PBX 207 into a predetermined code such as an ASCII code.
- a PB signal DTMF
- any code can be used according to the specification of the converter.
- the PB converter 206 also has a PB-signal-input-prohibiting function F2 that does not transmit data corresponding to a PB signal (DTMF) received from a particular stationary telephone terminal or portable telephone terminal to the game server 208 when receiving the PB signal.
- a PB signal DTMF
- This PB-signal-input-prohibiting function F2 is used to switch "real-time processing", which accepts all the inputs from a number of users in real time when the users are connected to the game server 208 via stationary telephone terminals and portable telephone terminals, to "time-division processing". That is, for example, the PB-signal-input- prohibiting function F2 makes it possible to receive and process the inputs of PB signals corresponding to 10 users in a certain time slot and those corresponding to other 10 users in the next time slot. Thus, the load on the game server 208 can be reduced.
- the PB converter 206 has a connection-request-rejecting function F3 that rejects a connection-requesting call from a non-registered telephone terminal.
- the PB converter 206 when the PB converter 206 receives a call from the non-registered telephone terminal, it transmits a connection-not-granted message to the telephone terminal by means of audio guidance or the like.
- the PB converter 206 has an audio-outputting function F4 that reads the audio information corresponding to a predetermined control code from a multimedia pool and reproduces and transmits the information to a telephone terminal when a predetermined audio output is requested from the game server 208 according to the predetermined control code.
- the PB converter 206 has a multimedia-pooling function F5 that stores multimedia data such as a variety of image data and audio data.
- the PB converter 206 has a transmission-destination-broadcasting function F6 that connects the PB converter and the game server 208 via a plurality of lines for the sake of retaining the reliability of communication.
- the PB converter 206 has a transmission-destination-selecting function F7 that connects the PB converter 206 to the game server 208 (for example, a game server in Osaka) at the location corresponding to a predetermined particular PB signal (for example, [3#]) when the PB signal is inputted when the PB converter 206 is connectable to a plurality of game servers 208 provided at different locations (for example, Tokyo and Osaka).
- the game server 208 for example, a game server in Osaka
- a predetermined particular PB signal for example, [3#]
- the PB converter 206 has a caller-number-specific-PB-history-retaining function F8 that retains the history (indicating which PB signals were inputted) of received PB signals for each caller number.
- an UNDO function (function to restore the pre-operation state) can be performed, the performance of the player who has marked the high score can be replayed and a data analysis can be performed on the basis of the histories of a plurality of players.
- the PB converter 206 has a data-transmitting function F9 that transmits the control data obtained by the conversion of PB signals or ordinary text data as binary data.
- the PB converter 206 has a caller-number-notifying function F10 that pairs a caller number (or a caller identification number corresponding to the caller number) for specifying a portable telephone terminal or the line with a CTI (Computer Telephony Integration) line number for specifying a single-line computer telephony card and notifies the game server 208 of the numbers.
- a caller-number-notifying function F10 that pairs a caller number (or a caller identification number corresponding to the caller number) for specifying a portable telephone terminal or the line with a CTI (Computer Telephony Integration) line number for specifying a single-line computer telephony card and notifies the game server 208 of the numbers.
- CTI Computer Telephony Integration
- a CTI line number is allocated to each computer telephony port to notify the game server 208 of the numbers. Further, when a plurality of computer telephony cards are implemented, a CTI line number is allocated to each computer telephony port.
- the CTI line numbers are preferably serial numbers from the viewpoint of management.
- the game server 208 and the PB converter 206 can exchange data not by directly exchanging the redundant caller number but by associating the data with the caller number.
- the PB converter 206 has a caller-number-retaining function F11 that retains the correspondence between the caller number (or caller identification number corresponding to the caller number) and the CTI line number which have been notified by the above caller-number-notifying function.
- the PB converter 206 can exchange data with the game server 208 not by directly exchanging the redundant caller number but by being notified of the CTI line number associated with the caller number.
- the PB converter 206 has a data-receiving function F12 that receives the binary data transmitted from the game server 208 as control data or particular binary data transmitted from the game server 208 as ordinary text data.
- the PB converter 206 has a multiuser-communication-initiating function F13 that forms audio channels for establishing communications among a plurality of users that correspond to the instruction from the game server 208.
- the PB converter 206 has a multiuser-communication-terminating function F14 that terminates communications among a plurality of users among whom audio channels are formed.
- the PB converter 206 has a particular telephone call-aborting function F15 that aborts the telephone call on the telephone terminal corresponding to the abort instruction that the game server 208 has outputted either by itself or based on the PB signal from any of telephone terminals while communications are in progress among a plurality of users.
- the PB converter 206 has a multiuser-communication-state-notifying function F16 that notifies the game server 208 of the number of the line that forms an audio channel when any audio channel is formed.
- this function provide the notification to the game server periodically (for example, once every three seconds).
- the game server 208 has a keyboard emulation function F21 that converts the specific code received by the PB converter into a game-operating code.
- the game server 208 converts the specific code into the operating code to process a game.
- the game server 208 has a character-data-storing function F22 that stores the history of actions, experience value and the like of the game character corresponding to the player according to the caller number (or caller identification number corresponding to the caller number).
- This function allows the player to immediately resume playing a game from the point where he stopped playing the game, next time he logs in the game server.
- the game server 208 has a location-information-providing function F23 that provides the information about locations.
- the game server 208 has a multiuser-communication-initiation-requesting function F24 that requests the initiation of communication to form an audio line so that the user corresponding to the line number (allocated to each computer telephony card (in the case of a single-line card) or each computer telephony port (in the case of a multi-line card)) selected in the PB converter can communicate with other predetermined user.
- a multiuser-communication-initiation-requesting function F24 that requests the initiation of communication to form an audio line so that the user corresponding to the line number (allocated to each computer telephony card (in the case of a single-line card) or each computer telephony port (in the case of a multi-line card)) selected in the PB converter can communicate with other predetermined user.
- the game server 208 has a multiuser-communication-disconnection-requesting function F25 that requests the disconnection of the audio line used by the user corresponding to the line number (allocated to each computer telephony card (in the case of a single-line card) or each computer telephony port (in the case of a multi-line card)) selected in the PB converter.
- the game server 208 has a caller-number-requesting function F26 that requests the PB converter to notify a caller number (or caller identification number corresponding to the caller number) when the game server 208 has lost the information about the caller number (or caller identification number corresponding to the caller number) for some reason or needs to refer again to the caller number (or caller identification number corresponding to the caller number) of the telephone terminal connected to a particular line.
- a caller-number-requesting function F26 that requests the PB converter to notify a caller number (or caller identification number corresponding to the caller number) when the game server 208 has lost the information about the caller number (or caller identification number corresponding to the caller number) for some reason or needs to refer again to the caller number (or caller identification number corresponding to the caller number) of the telephone terminal connected to a particular line.
- the game server 208 has an audio-output-requesting function F27 that transmits the audio information (such as audio guidance, music and sound effects) preset in the PB converter to the user's telephone terminal such as a portable telephone terminal.
- the audio information such as audio guidance, music and sound effects
- the game server 208 has a PB-signal-input-prohibition-requesting function F28 that controls a communication traffic by permitting only particular players out of a plurality of players (game participants) to key in via a keypad.
- the game server 208 has a PB-signal-input-permitting function F29 that permits a player who has been prohibited from inputting a PB signal when the above-described PB-signal-input-prohibition-requesting function F28 is active or a newly participating player who is ready for using the network game system to input the PB signal.
- the game server 208 has a data-receiving function F30 that receives binary data transmitted from the PB converter 206 as control data or particular binary data transmitted from the PB converter 206 as ordinary text data.
- the game server 208 has a data-transmitting function F31 that transmits control data or ordinary text data as binary data.
- PB signals are converted into codes in the computer telephony cards 28-1 to 28-n
- a plurality of PB-converting functions operate in multi-thread mode as shown by F1-1 of Fig. 29 .
- the MPU 20 of the PB converter 206 encodes the data (ten-key numbers) corresponding to the PB signals converted in the cards into commands in accordance with the above-described protocol with the game server 208 (F1-2) and encodes the commands into packets (F1-3).
- the data-transmitting function F9 exclusive-controls the transmission of the packets to avoid congestion.
- the data-receiving function F30 and the keyboard emulation function F21 of the game server 208 operate in single-thread mode.
- the packet received from the PB converter 206 by the data-deceiving function F30 is decoded from a packet format by a packet-decoding function F21-1, and the restored command is decoded by a command-decoding function F21-2, and the decoded command is then converted into keyboard information by referring to a keyboard conversion table F21-3.
- keyboard conversion table F21-3 for example, as shown in Fig. 29 , key codes associated with the ten-keys of a terminal are stored for each line number.
- the key codes are allocated uniquely, and the keyboard emulation function F21 can specify a key code according to the line number and ten-key number presented in the received command.
- the keyboard emulation function F21 also has a function (F21-5) that transmits the keyboard information obtained by referring to the keyboard conversion table F21-3 to a game application as key events (F21-4) indicating the operations of a keyboard.
- the user can play the game by operating the ten-keys of a terminal.
- Control commands are exchanged between the PB converter and the game server. The commands will be described in detail hereinafter.
- the commands are roughly classified into the first to fourth-type commands according to functions and application purposes.
- the commands are distinguished by the identification bits BID constituting the first byte B1 as follows.
- the symbol "%" represents a binary digit.
- the remaining six bits in the first byte (b5 to b0) are allocated to function numbers except for the first-type command.
- the first-type command is two-byte data comprising the first byte B1 and the second byte B2.
- the identification bits BID constituting the first byte B1 are "%00".
- the second byte B2 is allocated to the line number corresponding to a number to specify a computer telephony card in the PB converter.
- the second-type command is three-byte data comprising the first byte B1, the second byte B2 and the third byte B3.
- the identification bits BID constituting the first byte B1 are "%01".
- the second byte B2 is allocated to the line number corresponding to a number to specify a computer telephony card in the PB converter.
- the third byte B3 is allocated to a parameter.
- the third-type command is a variable length command as shown in Fig. 9 .
- the identification bits BID constituting the first byte B1 are "%10".
- the second byte B2 is allocated to the line number corresponding to a number to specify a computer telephony card in the PB converter.
- the third byte B3 is allocated to a command length
- the fourth byte B4 to the nth byte Bn are allocated to parameters.
- the (n+1) th byte B(n+1) is allocated as a check sum byte.
- the fourth-type command is a command used in a test mode and not activated under normal operations of devices.
- the identification bits BID constituting the first byte B1 are "%11".
- a start-up sequence is shown in Fig. 10 .
- the PB converter 206 transmits the number of the line connected and the caller number (or caller identification number corresponding to the caller number) used as the identifier of the telephone terminal to the game server 208 to notify the server of these numbers (step S1).
- the PB converter 206 registers the line number and the caller number (and the caller identification number corresponding to the caller number as required) in a database (DB) after associating them with one another (step S2).
- Fig. 30 is a diagram exemplifying the contents of the database.
- n number of computer telephony cards 28-1 to 28-n are connected and each card has two lines.
- serial line numbers are allocated to the telephony ports of the computer telephony cards 28-1 to 28-n and registered in a database in which the serial line numbers are associated with the numbers of the connected callers.
- the game server 208 also registers the line numbers and the caller numbers (or caller identification numbers corresponding to the caller numbers) in a database (DB) by associating the line numbers with the caller numbers (step S3).
- the game server 208 After registering the line numbers and the caller numbers (or caller identification numbers corresponding to the caller numbers) in the database (DB) by associating the line numbers with the caller numbers (step 4), the game server 208 transmits PB-signal-input permission, which permits the telephone terminal corresponding to the registered line number (or caller number or caller identification number corresponding to the caller number) to input a PB signal, to the PB converter 206 (step S5).
- the start-up sequence is completed when the PB converter 206 returns a PB-signal-input-permitted notification in response to this PB-signal-input permission. Thereafter, the PB converter 206 is ready for accepting the input of a PB signal from the corresponding telephone terminal.
- a disconnection sequence is either activated by a telephone terminal or forcedly activated by the game server 208.
- a disconnection sequence by a telephone terminal is shown in Fig. 11 .
- step S10 When the disconnection sequence is activated by a telephone terminal, the telephone terminal is switched to an on-hook state (step S10).
- the PB converter 206 Since this disconnects the telephone terminal from the PB converter 206, the PB converter 206 not only corresponds to the on-hook telephone terminal but also deletes the line number and caller number (and caller identification number corresponding to the caller number) associated with each other and stored in the database from the database (step S11).
- the PB converter 206 transmits a line-disconnected notification, which notifies the game server 208 that the telephone terminal corresponding to the line number has been disconnected, to the game server 208 (step 12).
- the game server 208 deletes the line number and the caller number corresponding to the line number (or caller identification number corresponding to the caller number) from the database (step 13).
- the above sequence can be constituted as follows.
- the game server 208 When it is detected that a telephone terminal has been switched to an on-hook state, the game server 208 is notified of this state. The game server 208 then notifies the PB converter 206 of the line number and a line-disconnecting request. Then, the PB converter 206 corresponds to the on-hook telephone terminal, deletes the line number and caller number (and caller identification number corresponding to the caller number) associated with each other and stored in the database from the database, and notifies the game server 208 that the telephone terminal corresponding to the line number has been disconnected, whereby the game server 208 deletes the line number and the caller number corresponding to the line number (or caller identification number corresponding to the caller number) from the database.
- a disconnection sequence by the game server 208 is shown in Fig. 12 .
- the game server 208 When the disconnection sequence is forcedly activated by the game server 208, the game server 208 notifies the PB converter 206 of a line number and a line-disconnecting request (step 15).
- the PB converter 206 not only corresponds to the on-hook telephone terminal but also deletes the line number and caller number (and caller identification number corresponding to the caller number) associated with each other and stored in the database from the database (step S16).
- the PB converter 206 transmits a line-disconnected notification, which notifies the game server 208 that the telephone terminal corresponding to the line number has been disconnected, to the game server 208 (step 17).
- the game server 208 deletes the line number and the caller number corresponding to the line number (or caller identification number corresponding to the caller number) from the database (step 18).
- a caller-number-requesting sequence is a sequence for requesting a notification of a caller number (or caller identification number corresponding to the caller number) from the PB converter 206 when the game server 208 has lost the information about the caller number (or caller identification number corresponding to the caller number) for some reason or needs to refer again to the caller number (or caller identification number corresponding to the caller number) of the telephone terminal connected to a particular line.
- the caller-number-requesting sequence is shown in Fig. 13 .
- the game server 208 transmits a request for a caller number together with a line number (step S20).
- the PB converter 206 receives the numbers, the PB converter 206 refers to the database on the basis of the line number (step S21), reads the caller number (or caller identification number corresponding to the caller number) out of the database, and transmits the caller number together with the line number to the game server 208 to notify the server of the caller number (step S22).
- the game server 208 associates the line number with the caller number (or caller identification number corresponding to the caller number) and update the database (step S23).
- An audio-output-requesting sequence is a sequence for transmitting the audio information preset in the PB converter 206 to the user's telephone terminal such as a portable telephone terminal.
- illustrative examples of the audio information include audio guidance corresponding to a game, music such as BGM (Back Ground Music), sound effects such as a sound of explosion, and recorded voices.
- the audio-output-requesting sequence is shown in Fig. 14 .
- the game server 208 transmits a request for an audio output together with an index number corresponding to particular audio information so as to reproduce the particular audio information on a telephone terminal according to the proceeding of a game (step S25).
- the PB converter 206 searches the audio information corresponding to the index number out of an audio pool and transmits the audio information to the telephone terminal (step S26).
- the PB converter 206 notifies the game server 208 that the output of the audio information has been initiated, as an audio-output-initiated notification (step S27).
- the PB converter 206 transmits an audio-output-completed notification to the game server 208 when the output of the audio information is completed (step S28).
- the audio-output-termination-requesting sequence is shown in Fig. 15 .
- the game server 208 transmits an audio-output-termination request to the PB converter 206 after a desired amount of time has elapsed since the game server 208 transmitted the request for an audio output to the PB converter 206 (step S30).
- the PB converter 206 terminates the output of the audio information and transmits an audio-output-terminated notification to the game server 208 (step S31).
- a PB-signal-input-prohibition-requesting sequence is a sequence for permitting only particular players out of a plurality of players (game participants) to key in via the keypad of each telephone terminal so as to control a communication traffic.
- the PB-signal-input-prohibition-requesting sequence is shown in Fig. 16 .
- the game server 208 transmits a PB-signal-input-prohibiting request together with the line numbers corresponding to telephone terminals to be prohibited from key-in to the PB converter 206 so as to limit telephone terminals permitted to key in (step S35).
- the PB converter 206 prohibits the input of PB signals by disabling the PB signal input statuses of the telephone terminals corresponding to the received line numbers in a PB-signal-input-status database (step S36).
- the PB converter 206 transmits a PB-signal-input-prohibited notification to the game server 208 to notify the game server 208 that the input of PB signals has been prohibited (step S37).
- a PB-signal-input-permitting sequence is a sequence for permitting a player who has been prohibited from inputting a PB signal in the above PB-signal-input-prohibition-requesting sequence or a newly participating player who is ready for using the network game system to input the PB signal.
- the PB-signal-input-permitting sequence is shown in Fig. 17 .
- the game server 208 transmits a PB-signal-input-permitting request together with the line number corresponding to the telephone terminal to be permitted to key in to the PB converter 206 so as to newly select a telephone terminal permitted to key in (step S40).
- the PB converter 206 permits the input of a PB signal by enabling the PB signal input status of the telephone terminal corresponding to the received line number in the PB signal input status database (step S41).
- the PB converter 206 transmits a PB-signal-input-permitted notification to the game server 208 to notify the game server 208 that the input of a PB signal has been permitted (step S42).
- a notification process sequence is a sequence that is performed for a command which does not need to be checked by the game server 208 and for which notification process is automatically carried out after a particular event.
- FIG. 18 An example of the notification process sequence is shown in Fig. 18 .
- Illustrative examples of the notification process sequence include a PB signal notification from the PB converter 206 that notifies the game server 208 of the PB signal corresponding to a key entered on the keypad of a telephone terminal (step S45), a caller number notification from the PB converter 206 that notifies the game server 208 of a caller number (or caller identification number corresponding to the caller number) at the time of activation (step S46), and a line-disconnected notification from the PB converter 206 that notifies the game server 208 of the disconnection of a line at the time of disconnection (step S47).
- a test mode is a mode used for the maintenance, programming and remote control of a device and is set not to be activated even if a test command is transmitted or received during the normal runtime of an application.
- test mode is an operation mode which is activated only when both the PB converter 206 and the game server 208 are switched to the test mode.
- test-mode-initiating sequence is a sequence that requests the other device to switch to the test mode when either the PB converter 206 or the game server 208 wishes to switch to the test mode.
- the test-mode-initiating sequence is shown in Fig. 19 .
- the game server 208 requests the PB converter 206 to switch to the test mode, the game server 208 transmits a test-mode request to the PB converter 206 (step S50).
- the PB converter 206 In response to this, if the PB converter 206 accepts the request of switching to the test mode, the PB converter 206 not only switches to the test mode but also transmits a test-mode-initiated notification to the game server 208 (step S51).
- the game server 208 receives the notification, the game server 208 also switches to the test mode.
- the PB converter 206 when the PB converter 206 requests the game server 208 to switch to the test mode, the PB converter 206 transmits a test-mode request to the game server 208 (step S52).
- the game server 208 In response to this, if the game server 208 accepts the request of switching to the test mode, the game server 208 not only switches to the test mode but also transmits a test-mode-initiated notification to the PB converter 206 (step S53).
- the PB converter 206 receives the notification, the PB converter 206 also switches to the test mode.
- a test-mode-terminating sequence is a sequence that requests the other device to terminate the test mode when either the PB converter 206 or the game server 208 wishes to switch from the test mode to a normal operation mode.
- test-mode-terminating sequence is shown in Fig. 20 .
- the game server 208 when the game server 208 requests the PB converter 206 to terminate the test mode, the game server 208 transmits a test mode termination request to the PB converter 206 (step S55).
- the PB converter 206 In response to the request, if the PB converter 206 accepts the request of terminating the test mode, the PB converter 206 not only switches to the normal operation mode but also transmits a test-mode-terminated notification to the game server 208 (step S56).
- the game server 208 receives the notification, the game server 208 also switches to the normal operation mode.
- the PB converter 206 when the PB converter 206 requests the game server 208 to terminate the test mode, the PB converter 206 transmits a test mode termination request to the game server 208 (step S57).
- the game server 208 In response to the request, if the game server 208 accepts the request of terminating the test mode, the game server 208 not only switches to the normal operation mode but also transmits a test-mode-terminated notification to the PB converter 206 (step S58).
- the PB converter 206 receives the notification, the PB converter 206 also switches to the normal operation mode.
- a multiuser-communication-initiation-requesting sequence in principle, is a sequence in which the game server 208 makes a request to form an audio channel so as to initiate communication between the players connected to the two target line numbers.
- a series of audio channels can be formed by repeating the same sequence.
- the multiuser-communication-initiation-requesting sequence is shown in Fig. 21 .
- the game server 208 transmits a multiuser communication initiation request together with the two target line numbers to the PB converter so as to request the initiation of communication between users (step S60).
- the PB converter 206 electrically connects the computer telephony cards corresponding to the two received line numbers (step S61).
- the computer telephony card 28-1 and the computer telephony card 28-2 that correspond to the received two line numbers are connected to each other
- an audio channel (indicated by a dashed line in Fig. 24 ) is formed between the two telephone terminals 302 and 303 corresponding to the computer telephony cards 28-1 and 28-2, respectively, whereby communication is established therebetween.
- the PB converter 206 transmits a multiuser-communication-initiated notification to the game server 208 to notify the game server 208 that multiuser communication has been initiated (step S62).
- a multiuser-communication-termination-requesting sequence is a sequence for requesting the cutting of the audio channel which has been already formed between particular users so as to terminate the communication between the users.
- the multiuser-communication-termination-requesting sequence is shown in Fig. 22 .
- the game server 208 transmits a multiuser communication termination request together with the two line numbers corresponding to the communication between particular users which is to be terminated to the PB converter 206 in order to request the termination of the communication (step S65).
- the PB converter 206 electrically disconnects the computer telephony cards corresponding to the two received line numbers from each other (step S66).
- the audio channel formed between the two telephone terminals corresponding to the computer telephony cards 28-1 and 28-2 is cut, whereby the communication is terminated.
- the PB converter 206 transmits a multiuser-communication-terminated notification to the game server 208 to notify the game server 208 that the multiuser communication has been terminated (step S67).
- a multiuser-communication-status-requesting sequence is a sequence for inquiring whether the line corresponding to the selected line number is currently connected to any of other lines.
- the multiuser-communication-status-requesting sequence is shown in Fig. 23 .
- the game server 208 transmits a multiuser communication status request together with the selected line number in order to inquire the PB converter 206 whether the selected line is currently connected to any of other lines (step S70).
- the PB converter 206 receives the request and the selected line number, the PB converter 206 refers to a line status database for the received line number (step S71). When the selected line is connected to any of other lines, the PB converter 206 transmits a multiuser communication status notification including a group of line numbers to the game server 208, while when the selected line is connected to none of other lines, the PB converter 206 transmits a multiuser communication status notification notifying the status to the game server 208 (status S72).
- the PB converter 206 When any of the stationary telephone terminal 301, the portable telephone terminal 302 or the portable telephone terminal 303 originates a call to the second network game server via the public line network 300, the PB converter 206 performs the start-up sequence, transmits the number of the connected line and the caller number (or caller identification number corresponding to the caller number) used as the identifier for the telephone terminal to notify the game server 208 of the numbers, and registers the line number and the caller number (or caller identification number corresponding to the caller number) in a database (DB) after associating them with each other.
- DB database
- the game server 208 transmits PB-signal-input permission, which permits the telephone terminal corresponding to the registered line number (or caller number or caller identification number corresponding to the caller number) to input a PB signal, to the PB converter 206, which in turns returns a PB-signal-input-permitted notification in response to the PB-signal-input permission, whereby the start-up sequence is completed. Thereafter, the PB converter 206 is ready for accepting the input of the PB signal from the telephone terminal which has originated a call.
- a character (game character) corresponding to a player who is the user of the telephone terminal ready for accepting the input of the PB signal is displayed on the screen of the large-screen display 209 or the television 305.
- PB signals corresponding to the operations are inputted in the PB converter 206.
- the PB converter converts the inputted PB signals into control data (binary data) for controlling the game server 208 and transmits the control data together with the line number corresponding to the portable telephone terminal 302 from which the PB signals have been inputted.
- the PB converter 206 when the portable telephone terminal 302 originates a call to the PB converter 206 via the public line network 300, the PB converter 206 not only allocates any of computer telephony cards 28-1 to 28-n to the call but also outputs the call together with the line number corresponding to the allocated computer telephony card 28-x (x: 1 to n) to the game server 208 via the data communication card 26. Further, when a plurality of lines can be allocated to a single computer telephony card, the line numbers are allocated to the ports of the computer telephony card and transmitted to the game server 208.
- control data (binary data) for controlling the game server 208 on the basis of the control program stored in the ROM 21 and outputs the control data to the game server 208 via the data communication card 26 as described above.
- the game server 208 performs keyboard emulation on the basis of the inputted control data (binary data) and controls the display of the corresponding character (including the display of the character's reaction along with his movement and action) on a screen on the basis of the inputted line number.
- the MPU 35 of the game server 208 operates on the basis of the control program stored in the ROM 36 and stores the control data (binary data) inputted from the PB converter 206 in the RAM 37.
- the MPU 35 converts the control data (binary data) inputted on the basis of the keyboard emulation function into an operation code and passes the operation code to the game application, whereby the game proceeds.
- the first network game server 200-1 and the second network game server 200-2 operate basically in the same manner. Therefore, the second network game server 200-2 will be mainly described hereinafter.
- the game server 208 is set to make a multiuser communication initiation request when the (game) characters of players come close to each other within a predetermined distance on the screen of the large-screen display 209 as indicated by the symbols C and D in Fig. 25 .
- the game server 208 is set to make the request when adjacent characters come close to each other within a predetermined distance.
- the game server 208 transmits a multiuser transmission initiation request together with the two line numbers (numbers specifying computer telephony cards) corresponding to the game characters C and D to the PB converter 206 in order to request the initiation of multiuser communication.
- the PB converter 206 electrically connects the computer telephony cards corresponding to the two received line numbers, and an audio channel is formed between the two telephone terminals, whereby communication is established.
- the PB converter 206 transmits a multiuser-communication-initiated notification to the game server 208 to notify the game server 208 that multiuser communication has been initiated.
- the players corresponding to the characters C and D can easily exchange such words as "Hello” and "Hi” with each other via the earphones and microphones of the portable telephone terminals.
- the game server 208 transmits a multiuser communication status request together with the number of the selected line in order to inquire the PB converter 206 at predetermined time intervals whether the selected line is currently connected to any of other lines or not.
- the PB converter 206 refers to a line status database for the received line number.
- the PB converter 206 transmits a multiuser communication status notification including a group of line numbers to the game server 208, while when the selected line is connected to none of other lines, the PB converter 206 transmits a multiuser communication status notification notifying the status to the game server 208.
- the game server 208 transmits a multiuser communication termination request together with the two line numbers corresponding to the characters C and D to the PB converter 206 in order to request the termination of the communication between particular players, i.e., the players corresponding to the characters C and D, and the PB converter 206 electrically disconnects the computer telephony cards corresponding to the received two line numbers from each other. By the disconnection, the audio channel formed between the two players corresponding to the characters C and D is cut, whereby the communication is terminated. Thereafter, the PB converter 206 transmits a multiuser-communication-terminated notification to the game server 208 to notify the game server 208 that the multiuser communication has been terminated.
- the MVIP controller 431 controls the connection of each telephony port of the cards for both input and output.
- the input data from each telephony port is used mainly for detecting a PB signal in the DSP 432.
- the output data to each telephony port is, for example, sound data of sound effects provided by the above-described multimedia-pooling function F5.
- a line connection is conducted in the MVIP controller 431 as follows.
- the DSP 432 outputs a signal, which instructs the MVIP controller 431 to make a connection such that the input data from one telephony port is read in as the output data to the other telephony port, to the MVIP controller 431.
- the MVIP controller 431 makes the instructed connection, so that the audio inputted from the telephone terminal line-connected to one of the telephony ports is outputted to the telephone terminal line-connected to the other telephony port.
- the DSP 432 outputs a control signal to the MVIP controller 431 to specify a channel and a slot on the MVIP bus, which is connected to the MVIP controller 431, for storing the input data from the telephony port used in multiuser communication and a channel and a slot on the MVIP bus for storing the output data to the telephony port.
- the MVIP controller 431 receives the control signal, the MVIP controller 431 outputs the input data from the telephony port to the slot on the channel specified by the DSP 432 and outputs the data stored in the slot on the channel specified by the DSP 432 to the telephony port (refer to Fig. 31 ).
- connection for two-user communication has just been described, communication involving three or more users can be carried out by specifying a channel and a slot for storing input data and a channel and a slot for storing output data for each telephony port.
- a PB signal is inputted into the PB converter 206 by operating the ten key of a telephone terminal (S101).
- the PB converter 206 converts the PB signal into the above-described command (S102) and transmits the command to the game server 208 (S103).
- the game server 208 After receiving the command, the game server 208 processes the processes on the game application by interpreting the command and determines whether or not to initiate multiuser communication (S104). This determination will be described in detail later by presenting specific examples.
- the game server 208 waits for another command from the PB converter 206.
- the game server 208 transmits a multiuser-communication-initiation-requesting command to the PB converter 206 (S105).
- the PB converter 206 controls the computer telephony cards 28-1 to 28-n, line-connects the telephony ports with each other (S106) and transmits a multiuser-communication-initiation command to the game server 208 (S107).
- the PB converter 206 converts the PB signal into a command (S203) and transmits the command to the game server 208 (S204).
- the game server 208 interprets the received command to determine whether or not to terminate the multiuser communication (S205). This determination will also be described in detail later together with the determination of whether or not to initiate the multiuser communication.
- the game server 208 waits for another command from the PB converter 206.
- the game server 208 transmits the above-described multiuser-communication-termination-requesting command to the PB converter 206 (S206).
- the PB converter 206 switches the state of connection in the computer telephony cards 28-1 to 28-n from a multiuser-connected state to a multiuser-not-connected state (S207) and transmits a multiuser-communication-termination command to the game server 208 (S208).
- the position where a character is to be displayed is specified by the Y and Y axes on the screen.
- X1, X2, ... and Xmax coordinates can be specified in the direction of the X axis
- Y1, Y2, ... and Ymax coordinates can be specified in the direction of the Y axis
- grids that can be specified by (Y, Y) are formed on the screen.
- the character number allocated to the character and the coordinates at which the character is displayed are stored together in the database of the game server 208.
- the line number and the caller number are associated with each other and registered in the database (refer to Fig. 10 ) and, when a game is to be started, a character is allocated to the line number and the coordinates at which the character is displayed are determined. Further, the same user may be allowed to use the same character every time by preparing in advance a database in which caller numbers and character numbers are associated with each other and registered, or the user may be allowed to select a desired character from usable characters at the time of participating the game.
- image data for displaying a character is stored in the external storage 41 of the game server 208 for each character number. Since the character numbers allocated to the users who have already been participating in the game are already registered in the database, the game server 208 searches, selects and allocates a character number which is not yet registered in the database when receiving a line number from the PB converter 206. Then, the allocated character number and the line number are associated with each other and registered in the database.
- the game server 208 determines the coordinates at which the allocated character is displayed on the screen.
- the initial display position of the character is made unpredictable by using random numbers.
- the determined coordinates are also associated with the line number and stored in the database.
- the game participant with the caller number "09012345321" operates the ten key of a telephone terminal
- the PB signal corresponding to the operated key is inputted to the PB converter 206
- the command representing the operated ten key is inputted to the game server 208 as described above.
- the game server 208 updates the display position of the character by calculating the display coordinates of the character according to the following rule.
- the game server 208 identifies the line number corresponding to the inputted key event. Then, the game server 208 refers to the database on the basis of the line number to select a character to move and specify the current display coordinates of the character.
- the character is moved to the upper left when the key "1" is determined to have been pressed, one grid above when the key “2” is determined to have been pressed, to the upper right when the key “3” is determined to have been pressed, one grid left when the key "4" is determined to have been pressed, one grid right when the key “6” is determined to have been pressed, to the lower left when the key "7” is determined to have been pressed, one grid down when the key "8” is determined to have been pressed, and to the lower right when the key "9” is determined to have been pressed.
- the coordinates can be calculated as follows.
- adjacent position represent the condition where other character(s) is/are displayed in any of upper, lower, left and right grids adjacent to the grid in which a character is displayed.
- the coordinates of the character Ca0 are (Y4, Y3). Therefore, when other characters are adjacent to this character, they are displayed on any of (X3, Y3), (X4, Y2), (X5, Y3) and (X4, Y4).
- the character Ca1 is displayed on (X6, Y4), when a user presses the key "1" out of the ten keys of a terminal, the coordinates of the character Ca1 are updated as follows.
- the game server 208 determines to initiate the aforementioned multiuser communication (refer to Fig. 32 ), identifies the line numbers corresponding to the characters adjacent to each other by referring to the database, generates a multiuser-communication-requesting command specifying the line numbers and transmits the command to the PB converter 206.
- the adjacent positions have been cancelled, it is determined that the multiuser communication has been ended.
- the cancellation of the adjacent positions means that the coordinates (Xb, Yb) which satisfy the expression
- 1 no longer exist for the character whose coordinates have been changed on the basis of the command from the PB converter.
- the adjacent positions have been described only for vertically adjacent grids and horizontally adjacent grids in the above description, the diagonally adjacent grids may also be included.
- any number of users can participate in the game by using telephone terminals and initiate the multiuser communication on the game according to the predetermined condition
- a variety of applications using a telephone terminal as a controller can be provided.
- the examples of applications in which the multiuser communication is initiated according to the predetermined condition are shown in Figs. 35 and 38 .
- Fig. 35 shows an example of the application in which characters in predetermined areas communicate with each other.
- the coordinate range of a communication area and a communication channel are registered in advance and, when the coordinates of the character match the condition of the coordinate range, the multiuser communication initiation command is transmitted over the communication channel set in the range.
- communications are initiated between characters Ca0 and Ca1 and between characters Ca2 and Ca3.
- Fig. 36 shows an example of the application in which a predetermined point (area or grid) is set to be a communicatable point.
- a predetermined point area or grid
- each point is displayed as a telephone booth, and the connection number allocated to each point is also displayed.
- the line number of the character is allowed to request a connection to other communicatable point. More specifically, in the example shown in Fig. 36 , communicatable points to which the connection numbers 1, 2 and 3 are allocated are displayed on the screen.
- the coordinates corresponding to these points are registered in a database in advance, and the coordinates of the character Ca0 match the coordinates of the point with the connection number 3 while the coordinates of the character Ca1 match the coordinates of the point with the connection number 2.
- the character Ca0 is allowed to request a connection to the connection number 2.
- Fig. 37 shows an example of the application in which a game participant to whom a particular character has been allocated is allowed to select which other game participant to communicate with. Selectable characters are displayed on the screen together with connection numbers thereof and, when a game participant to whom a character having a right to make a selection has been allocated selects a desired connection number by the ten key of a telephone terminal, the game participant to whom the character with the selected number has been allocated initiates multiuser communication with this telephone terminal.
- the determination of the character having a right to make a selection and the selectable characters can be varied according to the contents of the game.
- all the game participants to whom the characters displayed on the screen have been allocated are provided with a right to make a decision and a connection number.
- Such applications shown in Figs. 37 and 38 can be implemented by registering the correspondences between the line numbers to which the characters are allocated and the connection numbers.
- the actions of the characters may be controlled by the application such that the positions of the characters are fixed for a given period of time after the initiation of the multiuser communication.
- the game server 208 transmits, for example, a PB signal input prohibition command to the game server 208.
- the game server 208 may also make the request for connection.
- the caller numbers of users who can participate in the game are registered in a database in advance, users who wish to participate in the game are selected under a predetermined condition, and the game server 208 requests a connection to the users.
- the game server 208 transmits a call request command representing a call ID to the PB converter 206 (S80), and the PB converter 206 originates a call to a user to initiate a connection therebetween (S81), registers the correspondence between the line number and the caller number in the database (S82) and transmits the line number to the game server 208 (S83).
- the game server 208 associates the received line number with the caller number and registers the numbers in the database (S84).
- the game server 208 can select a user to be connected, and the variations of the application can be further increased.
- the large-screen display can be placed anywhere, a game can be played at a variety of places.
- a network information system will be described by taking a real-time network data accumulation system that accumulates data such as questionnaires in real time as an example.
- Fig. 26 The general constitution of the peripheral devices of a network accumulation server in a real-time network data accumulation system is shown in Fig. 26 .
- Fig. 26 the same components as found in the first embodiment of Fig. 1 are represented by the same numbers.
- a network accumulation server 200-3 comprises a PB converter 206 that converts the PB signal inputted from a public line network 300 into control data, a private branch exchange (PBX) 207 that connects the stationary telephone terminal 301, portable telephone terminal 302 or portable telephone terminal 303 connected via the public line network 300 to the PB converter 206, an accumulation server 221 that actually executes a data accumulation application program, a database (DB) management device 222 that stores data such as a variety of questions required for data accumulation or accumulation results, a large-screen display 209 that displays questions or accumulation results on the basis of the image signals outputted from the accumulation server 221, and a broadcaster 211 that converts the image signals and audio signals outputted from the accumulation server 208 into broadcast radio waves and transmits the broadcast radio waves to a household television 305 via a broadcast antenna 210.
- PBX private branch exchange
- DB database
- the accumulation server 221 and the database management device 222 constitute an accumulation server system 220.
- the accumulation server 221 executes a data accumulation application program, reads data such as a variety of questions required for data accumulation from the database management device 222, and outputs the image signals corresponding to the data to the large-screen display 209 and the broadcaster 211.
- the large-screen display 209 displays the questions on the screen on the basis of the image signals outputted from the accumulation server 221.
- the broadcaster 211 converts the image signals and audio signals outputted from the accumulation server 208 into broadcast radio waves and transmits the broadcast radio waves to the household television 305 via the broadcast antenna 210.
- the PB converter 206 performs the start-up sequence, transmits the number of the connected line and the caller number (or caller identification number corresponding to the caller number) used as the identifier for the telephone terminal to the accumulation server 220 to notify the accumulation server 220 of the numbers, and registers the line number and the caller number (or caller identification number corresponding to the caller number) in a database, which is not shown, after associating them with each other.
- the accumulation server 208 transmits PB-signal-input permission, which permits the telephone terminal corresponding to the registered line number (or caller number or caller identification number corresponding to the caller number) to input a PB signal, to the PB converter 206, which in turn returns a PB-signal-input-permitted notification in response to the PB-signal-input permission, whereby the start-up sequence is completed. Thereafter, the PB converter 206 is ready for receiving the PB signal from the telephone terminal which has originated the call.
- the PB signals corresponding to the operations of the keypad are inputted into the PB converter 206.
- the PB converter 206 converts the inputted PB signals into accumulation data (binary data) for the accumulation server 221 and outputs the data together with the line number corresponding to the telephone terminal 302 which has inputted the PB signals to the accumulation server 221.
- the PB converter 206 when the portable telephone terminal 302 originates a call to the PB converter 206 via the public line network 300, the PB converter 206 not only allocates any one of computer telephony cards 28-1 to 28-n to the call but also outputs the call together with the line number corresponding to the allocated computer telephony card 28-x (x: 1 to n) to the accumulation server 220 via a data communication card 26.
- the MPU 20 of the PB converter 206 generates accumulation data (binary data) for the accumulation server 221 on the basis of the control program stored in a ROM 21 and outputs the data to the accumulation server 221 via the data communication card 26 as described above.
- the accumulation server 221 conducts accumulation on the basis of the inputted accumulation data (binary data) and, as required, displays the result of the accumulation on the accumulation-result screen corresponding to the line number.
- the MPU of the accumulation server 221 operates on the basis of the control program stored in the ROM and stores the accumulation data (binary data) inputted from the PB converter 206 in a RAM temporarily.
- the MPU conducts accumulation on the basis of the inputted accumulation data (binary data) and then outputs the result of the accumulation to the large-screen display 209 or to the broadcaster or stores the result of the accumulation as accumulation result data in the database management device 222.
- the above system can be used to implement an accumulation system for any number of researchees, while when the number of researchees registered in advance is limited in the PB converter 206, the above system can be used to implement an accumulation system only for particular researchees.
- data can be accumulated in real time, and a system can be implemented with ease, at low costs and with flexibility even when a number of researchees are required.
- a network information system will be described by taking a broadcast contents distribution system as an example.
- Fig. 27 The general constitution of the broadcast contents distribution system is shown in Fig. 27 .
- Fig.27 the same components as found in the first embodiment of Fig. 1 are represented by the same numbers.
- the broadcast contents distribution system comprises a center server 200-4 that distributes contents and a public line network 300 that connects a portable telephone terminal 303 to the server 200-4 via a communication line.
- the public line network 300 comprises a wireless public line network 306, wireless base station 308 and a control station 310.
- the center server 200-4 distributes a variety of scrambled broadcast (only downlink) contents via a cable television system or satellite broadcasting and a user intends to view a certain content out of the contents.
- the PB converter 206 When the portable telephone terminal 303 originates a call to the center server 200-4 via the public line network 300, the PB converter 206 performs the start-up sequence, transmits the number of the connected line and the caller number (or caller identification number corresponding to the caller number) used as the identifier for the telephone terminal, and registers the line number and the caller number (or caller identification number corresponding to the caller number) in a database (DB) after associating them with each other.
- DB database
- the center server 225 associates the line number with the caller number (or caller identification number corresponding to the caller number) and registers them in a database while constantly distributing broadcast contents by using the cable television system (CATV) or the satellite broadcasting (BS broadcasting).
- CATV cable television system
- BS broadcasting satellite broadcasting
- the game server 208 transmits PB-signal-input permission, which permits the telephone terminal corresponding to the registered line number (or caller number or caller identification number corresponding to the caller number) to input a PB signal, to the PB converter 206, which in turn returns a PB-signal-input-permitted notification in response to the PB-signal-input permission, whereby the start-up sequence is completed.
- the PB converter 206 is ready for accepting the input of the PB signal from the telephone terminal which has originated a call.
- a PB signal as the selection data DSEL is inputted from the portable telephone terminal 303 to the PB converter 206 via the wireless base station 308, the control station 310, the wireless public line network 306 and the PBX 207.
- the PB converter converts the PB signal as the inputted selection data DSEL into control data (binary data) that can be recognized by the game server 208 and outputs the control data together with the line number corresponding to the portable telephone terminal 302 that has inputted the PB signal to the game server 208.
- the center server 225 transmits the descrambling data DKEY corresponding to the control data (binary data) as the inputted selection data DSEL to the portable telephone terminal 303 via the PB converter, the PBX 207, the wireless public line network 306, the control station 310 and the wireless base station 308.
- CATV cable television system
- BS broadcasting satellite broadcasting
- the content image desired by the user which corresponds to the selection data DSEL, is displayed on the television 305.
- the set top box may not have a communication mechanism to connect to the center server 225. Therefore, the constitution of the device can be simplified and the installation can also be facilitated to a great extent.
- the charge for the data can be made at the time of billing regular telephone calls, and the set top box needs not to manage the billing information.
- the PB converter is connected to the game server, the accumulation server or the center server, the PB converter can also be applied to any server that provides information interactively.
- the character may be selected not only by the game server but also by a player.
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Description
- The present invention relates to a network information system which realizes the control of a server by using a DTMF (Dual Tone Multi Frequency) signal, i.e., a PB (Push Button) signal or a packet signal, from a telephone terminal such as a portable telephone terminal or a stationary telephone terminal.
- In
US-A-4,757,267 , there is described a telephone system for connecting a customer to a supplier of goods. The telephone system automatically connects a potential customer with a nearby dealer who can provide the goods and services desired by the potential customer. The potential customer first dials an "800"-type number which preferably includes digits uniquely characteristic of the product or service desired. The system identifies the originating telephone number of the potential customer and a computer initially routes the call to a specific customer dealer service company (CDSC) office in the general vicinity of the potential customer. The specifically equipped CDSC HQ office includes a vertical-horizontal (V-H) file listing each dealer by product/service and equivalent of longitude/latitude. A comparison is performed between the telephone number of the potential customer and the data in the V-H file to find 1-3 selected dealers nearby the potential customer. The system then automatically dials the telephone number of the closest dealer thereby routing the potential customer directly to a nearby dealer who can provide the products or services of interest to that customer. If the dealer's telephone number is busy or does not answer, the system can attempt to call another nearby dealer if one exists. The system also provides for billing the telephone call and for reporting each call in detail to the advertiser. - In
EP 0 279 884 A1 , there is described a telephonic data access and transmission system. The system is provided for transmitting and accessing data through a standard telephone system. The system includes activating a key or sequence of keys wherein each key represents a plurality of letters. Signals produced by activating the keys are compared to a data base having indexed entries of words or names. In this way, words can be input into the system using only 8 unique keys. - In XP-000811097, there is described adding voice to an office computer network. In more detail, there is described the architecture and initial implementation of an experimental telephone system. A specially designed processor connects to a telephone instrument and transmits digitized voice, signalling, and supervisory information in discrete packets over an Ethernet local area network.
US 5,007,649 relates to a gaming system with a system base station and gaming boards. Here, an electronic bingo system comprises three major components including a system base station, a plurality of electronic bingo or gaming boards and a plurality of validation units. Thesystem base station 10 uses acommunications cradle unit 24 to communicate with any of the electronic gaming boards 12 or any of the validation units 14. The electronic gaming boards 12 are used by players in place of physical paper cards and markers which traditionally have been used in the game of bingo. Connection of the electronic gaming board 12 to thesystem base station 10 is through a male plug of thecradle 24 which is received in theadapter plug 36. to play use a telephone to select the number on game card that is entered into a remotely located bingo game. A computer supported television game show system includes ageneral purpose CPU 20. The CPU contains the computer programming means to start up, interact with, and control all the peripheral devices that make up the television bingo system. Atelephone system 36 is also connected to theCPU 20. Thetelephone system 36 accepts touch tone (DTMF) input and converts it to digital data for use by theCPU 20. -
US 5,108,115 relates to an interactive game show and to a method for achieving interactive communication therewith. Here, each individual home contestant desiring to participate in winning a prize award would employ a telephone 34 in order to enter the game contest. As depicted inFIG.2 , a plurality of telephones 34 are connected to standardtelephone switching equipment 35, withswitching equipment 35 being connected to the centralreceiving processing station 32. In this way, each home contestant is able to transmit the desired information to central receiving andprocessing station 32. In order to enable a home contestant to enter any desired future contest having a plurality of outcomes, central receiving andprocessing station 32 is programmed to receive identifying indicia designating the particular event in which the home participant seeks to participate. Further, viewers make their selections for an upcoming show, utilising a touch tone telephone. - As a system in which a user can communicate with an information provider interactively, a personal computer communication system and a system that collects questionnaires in real time are known.
- Particularly in recent years, along with the development of personal computer communications, a network game has been receiving attention. This network game can be enjoyed in a variety of ways such as playing against unknown players or solving riddles with a number of other players gathered in the same field.
- However, the above conventional system has a problem in that each of the players must develop a computer system, which makes the game difficult to participate in for some players.
- That is, when a number of players play against one another, a personal computer connected to a network environment such as LAN (Local Area Network) is essential for each of the players.
- However, there are not many places with a substantial LAN environment as exemplified by offices, it has been nearly impossible to implement a LAN environment to which a plurality of personal computers are connected.
- Further, when a number of players wish to play against one another, they must gather in the same field, which makes it difficult for them to play against one another.
- As a solution to these problems, a network game using the Internet is available. However, such a network game also requires each player to implement a computer system and is not a system in which everybody can participate easily.
- Further, in the case of the system that collects questionnaires in real time, it is necessary to use specifically designed terminals, and the implementation and modification of the system are not always easy.
- If widely popular telephone terminals (stationary telephone terminals, portable telephone terminals (= mobile telephones including PHS) ) can be used as controllers, the above problems can be solved at a time.
- Therefore, the object of the present invention is to provide a network information system that can respond to the information provided by an information provider (i.e., server) by using a telephone terminal as a controller, a server.
- The embodiment of the present invention is a network information system having the features of
claim 1. - Preferred embodiments of the present invention are set forth in the dependent claims.
-
-
Fig. 1 is a general block diagram of the network game system of the first embodiment. -
Fig. 2 is a general block diagram of a PB converter. -
Fig. 3 is a general block diagram of agame server 203. -
Fig. 4 is a general block diagram of agame server 208. -
Figs. 5A and5B constitute a block diagram of the functions of the PB converter and the game server. -
Fig. 6 is a diagram illustrating a command format. -
Fig. 7 is a diagram illustrating the format of the first-type command. -
Fig. 8 is a diagram illustrating the format of the second-type command. -
Fig. 9 is a diagram illustrating the format of the third-type command. -
Fig. 10 is a diagram illustrating a start-up sequence. -
Fig. 11 is a diagram illustrating the sequence of disconnection from a telephone terminal. -
Fig. 12 is a diagram illustrating the sequence of forced disconnection. -
Fig. 13 is a diagram illustrating the sequence of requesting a caller number. -
Fig. 14 is a diagram illustrating the sequence of requesting an audio output. -
Fig. 15 is a diagram illustrating the sequence of requesting the termination of the audio output. -
Fig. 16 is a diagram illustrating the sequence of requesting the prohibition of the inputting of a PB signal. -
Fig. 17 is a diagram illustrating the sequence of permitting the inputting of the PB signal. -
Fig. 18 is a diagram illustrating the sequence of notification process. -
Fig. 19 is a diagram illustrating the sequence of initiating a test mode. -
Fig. 20 is a diagram illustrating the sequence of terminating the test mode. -
Fig. 21 is a diagram illustrating the sequence of requesting the initiation of multiuser communications. -
Fig. 22 is a diagram illustrating the sequence of requesting the termination of the multiuser communications. -
Fig. 23 is a diagram illustrating the sequence of requesting the state of the multiuser communications. -
Fig. 24 is a diagram illustrating the state of the multiuser communications. -
Fig. 25 is a diagram illustrating the action in the case of requesting the initiation of the multiuser communications. -
Fig. 26 is a general block diagram of the second embodiment. -
Fig. 27 is a general block diagram of the third embodiment. -
Figs. 28A and28B constitute a diagram illustrating the configuration of a computer telephony card. -
Fig. 29 is a diagram illustrating the relationship between a PB conversion function and a keyboard emulation function. -
Fig. 30 is a diagram exemplifying the contents of a database. -
Fig. 31 is a diagram illustrating the multiuser communications. -
Fig. 32 is a sequence diagram illustrating the procedures at the time of initiating communication between two persons. -
Fig. 33 is a sequence diagram illustrating the procedures at the time of terminating the communication between two persons. -
Fig. 34 is a diagram illustrating the condition under which the multiuser communications are initiated. -
Fig. 35 is a diagram illustrating an application example. -
Fig. 36 is a diagram illustrating an application example. -
Fig. 37 is a diagram illustrating an application example. -
Fig. 38 is a diagram illustrating an application example. -
Fig. 39 is a diagram illustrating the sequence of making a call request from the game server. - The suitable embodiments of the present invention will be described with reference to the drawings.
- In the first embodiment of the present invention, a network information system will be described by taking a network game system as an example.
- The general constitution of a network game system is shown in
Fig. 1 . - A
network game system 100 roughly comprises a first network game server 200-1, a second network game server 200-2, and apublic line network 300 that connects astationary telephone terminal 301, aportable telephone terminal 302 or aportable telephone terminal 303 to the network game servers 200-1 and 200-2 via communication lines. - The first network game server 200-1 comprises a
PB converter 201 that converts a PB (Push Button) signal inputted from thepublic line network 300 into control data, a private branch exchange (PBX) 202 that connects thestationary telephone terminal 301,portable telephone terminal 302 orportable telephone terminal 303 connected to the PBX via thepublic line network 300 to thePB converter 201, agame server 203 that actually executes a game application program, and a large-screen display 204 that displays a game screen under the control of thegame server 203. - The second network game server 200-2 comprises a
PB converter 206 that converts a PB signal inputted from thepublic line network 300 into control data, a private branch exchange (PBX) 207 that connects thestationary telephone terminal 301,portable telephone terminal 302 orportable telephone terminal 303 connected to the PBX via thepublic line network 300 to thePB converter 206, agame server 208 that actually executes a game application program, a large-screen display 209 that displays a game screen on the basis of the picture signal outputted from thegame server 208, and abroadcaster 211 that converts the picture signal and audio signal outputted from thegame server 208 into airwaves and transmits the airwaves to ahousehold television set 305 via abroadcast antenna 210. - The
public line network 300 comprises a wirepublic line network 305, a wirelesspublic line network 306,wireless base stations control stations - Since the
PB converter 201 and thePB converter 206 have the same constitution, the general constitutions of the PB converters will be described below by taking thePB converter 201 as an example. - The general block diagram of the
PB converter 201 is shown inFig. 2 . - The
PB converter 201 comprises an MPU (Micro Processor Unit) 20 that controls thewhole PB converter 201, aROM 21 in which a control program and control data are stored, aRAM 22 which stores a variety of data temporarily and is also used as a working area, adisplay 23 that displays a variety of information, avideo card 24 that interfaces between theMPU 20 and thedisplay 23, aninput device 25 such as a keyboard with which an operator performs a variety of operations, adata communication card 26 that interfaces between theMPU 20 and thegame server 203, anexternal storage 27 such as a hard disk that stores large amounts of various data, a plurality of computer telephony cards 28-1 to 28-n that interface between theMPU 20 and thePBX 202, and buses 29 which interconnect theMPU 20, theROM 21, theRAM 22, thedisplay 23, thevideo card 24, theinput device 25, thedata communication card 26, theexternal storage 27 and the computer telephony cards 28-1 to 28-n with one another. - A detailed description will be given to the constitutions of the computer telephony cards 28-1 to 28-n (28 unless particularly specified). All the computer telephony cards 28-1 to 28-n have the same constitution.
- The
computer telephony card 28 has two line connection terminals and comprises not only audio signal processing units 410-1 and 410-2 each of which corresponds to each of the two lines but also aCODEC 420, anMVIP controller 431, a DSP (Digital Signal Processor) 432, anaccess control unit 433, anSRAM 434, an I/O port 435, an expansion bus interface (I/F) 436, aPC interface 440, abus controller 441, a bus 422, anaudio output unit 451, and anaudio input unit 452. The specification of the bus 422 may be, for example, an existing specification such as ISA (Industry Standard Architecture) or PCI (Peripheral Component Interconnect) or other specification. - The
CODEC 420 has the function of converting an analog audio signal (including a PB signal) into digital data and the function of converting the digital data into an analog audio signal. - The
MVIP controller 431 controls the input and output of digital data corresponding to each line in accordance with MVIP (Multi-Vendor Integration Protocol). Further, theMVIP controller 431 has a line-switching-and-connecting function, which enables thecontroller 431 to handle line connection not only in the same card but also between different cards connected via an MVIP bus. - The
DSP 432 not only controls the line connection by theMVIP controller 431 but also detects a DTMF (PB signal) from the inputted aural signal. The data (1 to 9, 0, *, #, and A to D) corresponding to the PB signals detected in theDSP 432 are written in the predetermined area of theSRAM 434 at the timing controlled by theaccess control unit 433. In the present embodiment, the data corresponding to the PB signals written in theSRAM 434 are converted into predetermined commands and transmitted to thegame server 203. - The I/
O port 435 is a port which inputs and outputs signals controlling ON's and OFF's of various switches provided in the analog processing units 410-1 and 410-2. - The expansion bus interface (I/F) 436 is an interface used when a facsimile feature or the like is additionally implemented, and a
PC interface 440 is an interface between theDSP 432 and abus 442. Thebus controller 441 controls thebus 442. - The
audio output unit 451 outputs an audio signal to the outside of the card and has a speaker terminal SP. The audio-input unit 452 is inputted an audio signal from the outside of the card and has a microphone terminal MIC. - Next, a description will be given to the analog processing unit 410-1. The description of the analog processing unit 410-2 will be omitted since it has the same structure as that of the analog processing unit 410-1.
- The analog processing unit 410-1 comprises an incoming signal-detecting
unit 411 that detects an incoming signal, a loop-detectingunit 412 that detects inversion of polarity, a line-voltage-monitoring unit 413 that monitors whether a voltage is sufficient for calling, a direct-current-loop-closing circuit 414 that closes a direct-current loop to have a line connected, atransformer 415 that extracts an audio signal (alternating-current signal), ahybrid circuit 416 that separates the aural signal into an input signal and an output signal, a hook-state-detecting unit 147 that detects the state of the hook of a telephone externally connected to a terminal TEL1, a constant-current-supplyingcircuit 418 that supplies a predetermined amount of current to the externally connected telephone, an F-NET-signal-inputtingcircuit 419 that receives an incoming call in an on-hook state, a line connection terminal LINE1 (telephony port), and an externally connected telephone terminal TEL1. - Further, the terminal RING in
Figs. 28A and28B is used for connecting to a power supply for ringing the externally connected telephone's bell. - The computer telephony card shown in
Figs. 28A and28B complies with a telecommunication terminal equipment qualification standard, and when a computer telephony card having the above function and complying with the qualification standard is used, the present embodiment of the present invention can be accomplished. Therefore, a further description to each function will be omitted. - The general block diagram of the
game server 203 is shown inFig. 3 . - The
game server 203 is constituted by using a so-called "game playing machine". It roughly comprises a game playing machine body 31 (including a ROM cassette for a game application program or a CD-ROM player) having controller input terminals TC1 and TC2 to which special game controllers are connected and asignal converter 32 that converts the output signals of the PB converter into the signals such as is outputted from the game controllers. The number of the controller input terminals is not limited to two but may be three or more. - The general block diagram of the
game server 208 is shown inFig. 4 . - The
game server 208 is a personal computer in which a game application program is installed to serve as a game server and comprises an MPU (Micro Processor Unit) 35 that controls thewhole game server 208, aROM 36 in which a control program and control data are stored, aRAM 37 that stores a variety of data temporarily and is also used as a working area, avideo card 38 that interfaces between theMPU 35 and the large-screen display 209, aninput device 39 such as a keyboard with which an operator performs a variety of operations, adata communication card 40 that interfaces between theMPU 35 and thePB converter 206, anexternal storage 41 such as a hard disk that stores large amounts of various data, adata communication card 42 that interfaces between theMPU 35 and thebroadcaster 211, andbuses 43 which interconnect theMPU 35, theROM 36, theRAM 37, thevideo card 38, theinput device 39, thedata communication card 40, theexternal storage 41 and thedata communication card 42 with one another. - Next, the constitutions of the functions of the PB converters and the game servers will be described by taking the
PB converter 206 and thegame server 208 as examples. - The block diagrams of the functions of the
PB converter 206 and thegame server 208 are shown inFigs. 5A and5B . - The
PB converter 206 has a PB-signal-converting function F1 that converts a PB signal (DTMF) received from the network via thePBX 207 into a predetermined code such as an ASCII code. - As the predetermined code, any code can be used according to the specification of the converter.
- Further, the
PB converter 206 also has a PB-signal-input-prohibiting function F2 that does not transmit data corresponding to a PB signal (DTMF) received from a particular stationary telephone terminal or portable telephone terminal to thegame server 208 when receiving the PB signal. - This PB-signal-input-prohibiting function F2 is used to switch "real-time processing", which accepts all the inputs from a number of users in real time when the users are connected to the
game server 208 via stationary telephone terminals and portable telephone terminals, to "time-division processing". That is, for example, the PB-signal-input- prohibiting function F2 makes it possible to receive and process the inputs of PB signals corresponding to 10 users in a certain time slot and those corresponding to other 10 users in the next time slot. Thus, the load on thegame server 208 can be reduced. - The
PB converter 206 has a connection-request-rejecting function F3 that rejects a connection-requesting call from a non-registered telephone terminal. - Specifically, when the
PB converter 206 receives a call from the non-registered telephone terminal, it transmits a connection-not-granted message to the telephone terminal by means of audio guidance or the like. - The
PB converter 206 has an audio-outputting function F4 that reads the audio information corresponding to a predetermined control code from a multimedia pool and reproduces and transmits the information to a telephone terminal when a predetermined audio output is requested from thegame server 208 according to the predetermined control code. - The
PB converter 206 has a multimedia-pooling function F5 that stores multimedia data such as a variety of image data and audio data. - The
PB converter 206 has a transmission-destination-broadcasting function F6 that connects the PB converter and thegame server 208 via a plurality of lines for the sake of retaining the reliability of communication. - By this function, processing can be continued without having any problems even when a particular line is disconnected, and the reliability of communication therefore improves.
- The
PB converter 206 has a transmission-destination-selecting function F7 that connects thePB converter 206 to the game server 208 (for example, a game server in Osaka) at the location corresponding to a predetermined particular PB signal (for example, [3#]) when the PB signal is inputted when thePB converter 206 is connectable to a plurality ofgame servers 208 provided at different locations (for example, Tokyo and Osaka). - The
PB converter 206 has a caller-number-specific-PB-history-retaining function F8 that retains the history (indicating which PB signals were inputted) of received PB signals for each caller number. - By this function, an UNDO function (function to restore the pre-operation state) can be performed, the performance of the player who has marked the high score can be replayed and a data analysis can be performed on the basis of the histories of a plurality of players.
- The
PB converter 206 has a data-transmitting function F9 that transmits the control data obtained by the conversion of PB signals or ordinary text data as binary data. - The
PB converter 206 has a caller-number-notifying function F10 that pairs a caller number (or a caller identification number corresponding to the caller number) for specifying a portable telephone terminal or the line with a CTI (Computer Telephony Integration) line number for specifying a single-line computer telephony card and notifies thegame server 208 of the numbers. - Further, in the case of a multi-line computer telephony card, a CTI line number is allocated to each computer telephony port to notify the
game server 208 of the numbers. Further, when a plurality of computer telephony cards are implemented, a CTI line number is allocated to each computer telephony port. - In this case, the CTI line numbers are preferably serial numbers from the viewpoint of management.
- By the notification, the
game server 208 and thePB converter 206 can exchange data not by directly exchanging the redundant caller number but by associating the data with the caller number. - The
PB converter 206 has a caller-number-retaining function F11 that retains the correspondence between the caller number (or caller identification number corresponding to the caller number) and the CTI line number which have been notified by the above caller-number-notifying function. - By retaining the correspondence, the
PB converter 206 can exchange data with thegame server 208 not by directly exchanging the redundant caller number but by being notified of the CTI line number associated with the caller number. - The
PB converter 206 has a data-receiving function F12 that receives the binary data transmitted from thegame server 208 as control data or particular binary data transmitted from thegame server 208 as ordinary text data. - The
PB converter 206 has a multiuser-communication-initiating function F13 that forms audio channels for establishing communications among a plurality of users that correspond to the instruction from thegame server 208. - The
PB converter 206 has a multiuser-communication-terminating function F14 that terminates communications among a plurality of users among whom audio channels are formed. - The
PB converter 206 has a particular telephone call-aborting function F15 that aborts the telephone call on the telephone terminal corresponding to the abort instruction that thegame server 208 has outputted either by itself or based on the PB signal from any of telephone terminals while communications are in progress among a plurality of users. - The
PB converter 206 has a multiuser-communication-state-notifying function F16 that notifies thegame server 208 of the number of the line that forms an audio channel when any audio channel is formed. - It is desirable from the viewpoint of management that this function provide the notification to the game server periodically (for example, once every three seconds).
- The
game server 208 has a keyboard emulation function F21 that converts the specific code received by the PB converter into a game-operating code. - That is, when the PB signal is inputted into the PB converter by operating the keypad of a telephone terminal, a specific code corresponding to the PB signal is generated and sent out to the game server. Thus, the
game server 208 converts the specific code into the operating code to process a game. - The
game server 208 has a character-data-storing function F22 that stores the history of actions, experience value and the like of the game character corresponding to the player according to the caller number (or caller identification number corresponding to the caller number). - This function allows the player to immediately resume playing a game from the point where he stopped playing the game, next time he logs in the game server.
- The
game server 208 has a location-information-providing function F23 that provides the information about locations. - The
game server 208 has a multiuser-communication-initiation-requesting function F24 that requests the initiation of communication to form an audio line so that the user corresponding to the line number (allocated to each computer telephony card (in the case of a single-line card) or each computer telephony port (in the case of a multi-line card)) selected in the PB converter can communicate with other predetermined user. - The
game server 208 has a multiuser-communication-disconnection-requesting function F25 that requests the disconnection of the audio line used by the user corresponding to the line number (allocated to each computer telephony card (in the case of a single-line card) or each computer telephony port (in the case of a multi-line card)) selected in the PB converter. - The
game server 208 has a caller-number-requesting function F26 that requests the PB converter to notify a caller number (or caller identification number corresponding to the caller number) when thegame server 208 has lost the information about the caller number (or caller identification number corresponding to the caller number) for some reason or needs to refer again to the caller number (or caller identification number corresponding to the caller number) of the telephone terminal connected to a particular line. - The
game server 208 has an audio-output-requesting function F27 that transmits the audio information (such as audio guidance, music and sound effects) preset in the PB converter to the user's telephone terminal such as a portable telephone terminal. - The
game server 208 has a PB-signal-input-prohibition-requesting function F28 that controls a communication traffic by permitting only particular players out of a plurality of players (game participants) to key in via a keypad. - The
game server 208 has a PB-signal-input-permitting function F29 that permits a player who has been prohibited from inputting a PB signal when the above-described PB-signal-input-prohibition-requesting function F28 is active or a newly participating player who is ready for using the network game system to input the PB signal. - The
game server 208 has a data-receiving function F30 that receives binary data transmitted from thePB converter 206 as control data or particular binary data transmitted from thePB converter 206 as ordinary text data. - The
game server 208 has a data-transmitting function F31 that transmits control data or ordinary text data as binary data. - The relationship between the PB-converting function F1 and the keyboard emulation function F21 out of the above-described functions will be described in more detail with reference to
Fig. 29 . - As described above, in the present embodiment, since PB signals are converted into codes in the computer telephony cards 28-1 to 28-n, a plurality of PB-converting functions operate in multi-thread mode as shown by F1-1 of
Fig. 29 . TheMPU 20 of thePB converter 206 encodes the data (ten-key numbers) corresponding to the PB signals converted in the cards into commands in accordance with the above-described protocol with the game server 208 (F1-2) and encodes the commands into packets (F1-3). - Since the PB-signal-converting functions operate in multi-thread mode as described above, there occurs a case where another thread requests the transmission of another packet while one thread is transmitting a packet. Therefore, in the present embodiment, the data-transmitting function F9 exclusive-controls the transmission of the packets to avoid congestion.
- Meanwhile, the data-receiving function F30 and the keyboard emulation function F21 of the
game server 208 operate in single-thread mode. The packet received from thePB converter 206 by the data-deceiving function F30 is decoded from a packet format by a packet-decoding function F21-1, and the restored command is decoded by a command-decoding function F21-2, and the decoded command is then converted into keyboard information by referring to a keyboard conversion table F21-3. - In the keyboard conversion table F21-3, for example, as shown in
Fig. 29 , key codes associated with the ten-keys of a terminal are stored for each line number. The key codes are allocated uniquely, and the keyboard emulation function F21 can specify a key code according to the line number and ten-key number presented in the received command. - Further, the keyboard emulation function F21 also has a function (F21-5) that transmits the keyboard information obtained by referring to the keyboard conversion table F21-3 to a game application as key events (F21-4) indicating the operations of a keyboard.
- Thus, the user can play the game by operating the ten-keys of a terminal.
- Control commands are exchanged between the PB converter and the game server. The commands will be described in detail hereinafter.
- The commands are roughly classified into the first to fourth-type commands according to functions and application purposes.
- These four types of commands are distinguished by two identification bits BID (= b7 and b6) on the MSB (Most Significant Bit) side in a command byte which corresponds to the first byte of each command.
- More specifically, as shown in
Fig. 6 , the commands are distinguished by the identification bits BID constituting the first byte B1 as follows. In the following description, the symbol "%" represents a binary digit. - BID = %00 -> first-type command
- BID = %01 -> second-type command
- BID = %10 -> third-type command
- BID = %11 -> fourth-type command
- The remaining six bits in the first byte (b5 to b0) are allocated to function numbers except for the first-type command.
- The first-type command, as shown in
Fig.7 , is two-byte data comprising the first byte B1 and the second byte B2. As described above, the identification bits BID constituting the first byte B1 are "%00". - Further, the two bits (= b5 and b4; function number bits) subsequent to the identification bits BID are allocated to function numbers. Therefore, in principle, it is possible to assign four (= 22) types of functions to the first-type command. However, when the function number bits are "%11", the remaining four bits (= b3 to b0) in the first byte B1 can also be allocated as expanded function numbers.
- In the case of the PB signal-providing function, for example, PB signals are allocated to the remaining four bits (= b3 to b0) in the first byte.
- Further, the second byte B2 is allocated to the line number corresponding to a number to specify a computer telephony card in the PB converter.
- The second-type command, as shown in
Fig. 8 , is three-byte data comprising the first byte B1, the second byte B2 and the third byte B3. As described above, the identification bits BID constituting the first byte B1 are "%01". - Further, the six bits (= b5 to b0 ; function number bits) subsequent to the identification bits BID are allocated to function numbers. Therefore, it is possible to allocate sixty four (= 26) types of functions to the second-type command.
- Further, the second byte B2 is allocated to the line number corresponding to a number to specify a computer telephony card in the PB converter.
- Further, the third byte B3 is allocated to a parameter.
- The third-type command is a variable length command as shown in
Fig. 9 . As described above, the identification bits BID constituting the first byte B1 are "%10". - Further, the six bits (= b5 to b0; function number bits) subsequent to the identification bits BID are allocated to function numbers. Therefore, it is possible to allocate sixty four (= 26) types of functions to the third-type command.
- Further, the second byte B2 is allocated to the line number corresponding to a number to specify a computer telephony card in the PB converter.
- Further, the third byte B3 is allocated to a command length, and the fourth byte B4 to the nth byte Bn are allocated to parameters.
- The (n+1) th byte B(n+1) is allocated as a check sum byte.
- The fourth-type command is a command used in a test mode and not activated under normal operations of devices.
- It has the same command format as that of the third-type command. As described above, the identification bits BID constituting the first byte B1 are "%11".
- Next, process sequences will be described.
- A start-up sequence is shown in
Fig. 10 . - When a portable telephone terminal or a stationary telephone terminal originates a call and is connected to the
PB converter 206, thePB converter 206 transmits the number of the line connected and the caller number (or caller identification number corresponding to the caller number) used as the identifier of the telephone terminal to thegame server 208 to notify the server of these numbers (step S1). - At this point, the
PB converter 206 registers the line number and the caller number (and the caller identification number corresponding to the caller number as required) in a database (DB) after associating them with one another (step S2). -
Fig. 30 is a diagram exemplifying the contents of the database. In the present embodiment, as described above, n number of computer telephony cards 28-1 to 28-n are connected and each card has two lines. Thus, for example, as shown inFig. 30 , serial line numbers are allocated to the telephony ports of the computer telephony cards 28-1 to 28-n and registered in a database in which the serial line numbers are associated with the numbers of the connected callers. - Meanwhile, the
game server 208 also registers the line numbers and the caller numbers (or caller identification numbers corresponding to the caller numbers) in a database (DB) by associating the line numbers with the caller numbers (step S3). - After this registration, communication is carried out between the
PB converter 206 and thegame server 208 by using the line numbers rather than the caller numbers which are greater in terms of the amount of data, and a communication traffic can therefore be reduced. - After registering the line numbers and the caller numbers (or caller identification numbers corresponding to the caller numbers) in the database (DB) by associating the line numbers with the caller numbers (step 4), the
game server 208 transmits PB-signal-input permission, which permits the telephone terminal corresponding to the registered line number (or caller number or caller identification number corresponding to the caller number) to input a PB signal, to the PB converter 206 (step S5). - The start-up sequence is completed when the
PB converter 206 returns a PB-signal-input-permitted notification in response to this PB-signal-input permission. Thereafter, thePB converter 206 is ready for accepting the input of a PB signal from the corresponding telephone terminal. - A disconnection sequence is either activated by a telephone terminal or forcedly activated by the
game server 208. - A disconnection sequence by a telephone terminal is shown in
Fig. 11 . - When the disconnection sequence is activated by a telephone terminal, the telephone terminal is switched to an on-hook state (step S10).
- Since this disconnects the telephone terminal from the
PB converter 206, thePB converter 206 not only corresponds to the on-hook telephone terminal but also deletes the line number and caller number (and caller identification number corresponding to the caller number) associated with each other and stored in the database from the database (step S11). - Then, the
PB converter 206 transmits a line-disconnected notification, which notifies thegame server 208 that the telephone terminal corresponding to the line number has been disconnected, to the game server 208 (step 12). - Receiving the notification, the
game server 208 deletes the line number and the caller number corresponding to the line number (or caller identification number corresponding to the caller number) from the database (step 13). - Alternatively, the above sequence can be constituted as follows. When it is detected that a telephone terminal has been switched to an on-hook state, the
game server 208 is notified of this state. Thegame server 208 then notifies thePB converter 206 of the line number and a line-disconnecting request. Then, thePB converter 206 corresponds to the on-hook telephone terminal, deletes the line number and caller number (and caller identification number corresponding to the caller number) associated with each other and stored in the database from the database, and notifies thegame server 208 that the telephone terminal corresponding to the line number has been disconnected, whereby thegame server 208 deletes the line number and the caller number corresponding to the line number (or caller identification number corresponding to the caller number) from the database. - A disconnection sequence by the
game server 208 is shown inFig. 12 . - When the disconnection sequence is forcedly activated by the
game server 208, thegame server 208 notifies thePB converter 206 of a line number and a line-disconnecting request (step 15). - The
PB converter 206 not only corresponds to the on-hook telephone terminal but also deletes the line number and caller number (and caller identification number corresponding to the caller number) associated with each other and stored in the database from the database (step S16). - Then, the
PB converter 206 transmits a line-disconnected notification, which notifies thegame server 208 that the telephone terminal corresponding to the line number has been disconnected, to the game server 208 (step 17). - Receiving the notification, the
game server 208 deletes the line number and the caller number corresponding to the line number (or caller identification number corresponding to the caller number) from the database (step 18). - A caller-number-requesting sequence is a sequence for requesting a notification of a caller number (or caller identification number corresponding to the caller number) from the
PB converter 206 when thegame server 208 has lost the information about the caller number (or caller identification number corresponding to the caller number) for some reason or needs to refer again to the caller number (or caller identification number corresponding to the caller number) of the telephone terminal connected to a particular line. - The caller-number-requesting sequence is shown in
Fig. 13 . - The
game server 208 transmits a request for a caller number together with a line number (step S20). - Receiving the numbers, the
PB converter 206 refers to the database on the basis of the line number (step S21), reads the caller number (or caller identification number corresponding to the caller number) out of the database, and transmits the caller number together with the line number to thegame server 208 to notify the server of the caller number (step S22). - Receiving the numbers, the
game server 208 associates the line number with the caller number (or caller identification number corresponding to the caller number) and update the database (step S23). - An audio-output-requesting sequence is a sequence for transmitting the audio information preset in the
PB converter 206 to the user's telephone terminal such as a portable telephone terminal. - In this case, illustrative examples of the audio information include audio guidance corresponding to a game, music such as BGM (Back Ground Music), sound effects such as a sound of explosion, and recorded voices.
- The audio-output-requesting sequence is shown in
Fig. 14 . - The
game server 208 transmits a request for an audio output together with an index number corresponding to particular audio information so as to reproduce the particular audio information on a telephone terminal according to the proceeding of a game (step S25). - Receiving the request and the index number, the
PB converter 206 searches the audio information corresponding to the index number out of an audio pool and transmits the audio information to the telephone terminal (step S26). - Then, the
PB converter 206 notifies thegame server 208 that the output of the audio information has been initiated, as an audio-output-initiated notification (step S27). - When the output time of the audio information requested to be outputted is limited, the
PB converter 206 transmits an audio-output-completed notification to thegame server 208 when the output of the audio information is completed (step S28). - The audio-output-termination-requesting sequence is shown in
Fig. 15 . - Further, when the output time of the audio information requested to be outputted is not limited and perpetually continued, the
game server 208, as shown inFig. 15 , transmits an audio-output-termination request to thePB converter 206 after a desired amount of time has elapsed since thegame server 208 transmitted the request for an audio output to the PB converter 206 (step S30). - Receiving the request, the
PB converter 206 terminates the output of the audio information and transmits an audio-output-terminated notification to the game server 208 (step S31). - A PB-signal-input-prohibition-requesting sequence is a sequence for permitting only particular players out of a plurality of players (game participants) to key in via the keypad of each telephone terminal so as to control a communication traffic.
- The PB-signal-input-prohibition-requesting sequence is shown in
Fig. 16 . - The
game server 208 transmits a PB-signal-input-prohibiting request together with the line numbers corresponding to telephone terminals to be prohibited from key-in to thePB converter 206 so as to limit telephone terminals permitted to key in (step S35). - Receiving the request and the line numbers, the
PB converter 206 prohibits the input of PB signals by disabling the PB signal input statuses of the telephone terminals corresponding to the received line numbers in a PB-signal-input-status database (step S36). - Then, the
PB converter 206 transmits a PB-signal-input-prohibited notification to thegame server 208 to notify thegame server 208 that the input of PB signals has been prohibited (step S37). - A PB-signal-input-permitting sequence is a sequence for permitting a player who has been prohibited from inputting a PB signal in the above PB-signal-input-prohibition-requesting sequence or a newly participating player who is ready for using the network game system to input the PB signal.
- The PB-signal-input-permitting sequence is shown in
Fig. 17 . - The
game server 208 transmits a PB-signal-input-permitting request together with the line number corresponding to the telephone terminal to be permitted to key in to thePB converter 206 so as to newly select a telephone terminal permitted to key in (step S40). - Receiving the request and the line number, the
PB converter 206 permits the input of a PB signal by enabling the PB signal input status of the telephone terminal corresponding to the received line number in the PB signal input status database (step S41). - Then, the
PB converter 206 transmits a PB-signal-input-permitted notification to thegame server 208 to notify thegame server 208 that the input of a PB signal has been permitted (step S42). - A notification process sequence is a sequence that is performed for a command which does not need to be checked by the
game server 208 and for which notification process is automatically carried out after a particular event. - An example of the notification process sequence is shown in
Fig. 18 . - Illustrative examples of the notification process sequence include a PB signal notification from the
PB converter 206 that notifies thegame server 208 of the PB signal corresponding to a key entered on the keypad of a telephone terminal (step S45), a caller number notification from thePB converter 206 that notifies thegame server 208 of a caller number (or caller identification number corresponding to the caller number) at the time of activation (step S46), and a line-disconnected notification from thePB converter 206 that notifies thegame server 208 of the disconnection of a line at the time of disconnection (step S47). - A test mode is a mode used for the maintenance, programming and remote control of a device and is set not to be activated even if a test command is transmitted or received during the normal runtime of an application.
- That is, the test mode is an operation mode which is activated only when both the
PB converter 206 and thegame server 208 are switched to the test mode. - Thus, the test-mode-initiating sequence is a sequence that requests the other device to switch to the test mode when either the
PB converter 206 or thegame server 208 wishes to switch to the test mode. - The test-mode-initiating sequence is shown in
Fig. 19 . When thegame server 208 requests thePB converter 206 to switch to the test mode, thegame server 208 transmits a test-mode request to the PB converter 206 (step S50). - In response to this, if the
PB converter 206 accepts the request of switching to the test mode, thePB converter 206 not only switches to the test mode but also transmits a test-mode-initiated notification to the game server 208 (step S51). - Receiving the notification, the
game server 208 also switches to the test mode. - On the other hand, when the
PB converter 206 requests thegame server 208 to switch to the test mode, thePB converter 206 transmits a test-mode request to the game server 208 (step S52). - In response to this, if the
game server 208 accepts the request of switching to the test mode, thegame server 208 not only switches to the test mode but also transmits a test-mode-initiated notification to the PB converter 206 (step S53). - Receiving the notification, the
PB converter 206 also switches to the test mode. - After both the
PB converter 206 and thegame server 208 have switched to the test mode, data will be exchanged between them by using the fourth-type command. - A test-mode-terminating sequence is a sequence that requests the other device to terminate the test mode when either the
PB converter 206 or thegame server 208 wishes to switch from the test mode to a normal operation mode. - The test-mode-terminating sequence is shown in
Fig. 20 . - when the
game server 208 requests thePB converter 206 to terminate the test mode, thegame server 208 transmits a test mode termination request to the PB converter 206 (step S55). - In response to the request, if the
PB converter 206 accepts the request of terminating the test mode, thePB converter 206 not only switches to the normal operation mode but also transmits a test-mode-terminated notification to the game server 208 (step S56). - Receiving the notification, the
game server 208 also switches to the normal operation mode. - On the other hand, when the
PB converter 206 requests thegame server 208 to terminate the test mode, thePB converter 206 transmits a test mode termination request to the game server 208 (step S57). - In response to the request, if the
game server 208 accepts the request of terminating the test mode, thegame server 208 not only switches to the normal operation mode but also transmits a test-mode-terminated notification to the PB converter 206 (step S58). - Receiving the notification, the
PB converter 206 also switches to the normal operation mode. - A multiuser-communication-initiation-requesting sequence, in principle, is a sequence in which the
game server 208 makes a request to form an audio channel so as to initiate communication between the players connected to the two target line numbers. However, even among three or more players, a series of audio channels can be formed by repeating the same sequence. - The multiuser-communication-initiation-requesting sequence is shown in
Fig. 21 . - The
game server 208 transmits a multiuser communication initiation request together with the two target line numbers to the PB converter so as to request the initiation of communication between users (step S60). - Receiving the request and the line numbers, the
PB converter 206 electrically connects the computer telephony cards corresponding to the two received line numbers (step S61). - More specifically, as shown in
Fig. 24 , the computer telephony card 28-1 and the computer telephony card 28-2 that correspond to the received two line numbers are connected to each other - By the connection, an audio channel (indicated by a dashed line in
Fig. 24 ) is formed between the twotelephone terminals - Thereafter, the
PB converter 206 transmits a multiuser-communication-initiated notification to thegame server 208 to notify thegame server 208 that multiuser communication has been initiated (step S62). - A multiuser-communication-termination-requesting sequence is a sequence for requesting the cutting of the audio channel which has been already formed between particular users so as to terminate the communication between the users.
- The multiuser-communication-termination-requesting sequence is shown in
Fig. 22 . - The
game server 208 transmits a multiuser communication termination request together with the two line numbers corresponding to the communication between particular users which is to be terminated to thePB converter 206 in order to request the termination of the communication (step S65). - Receiving the request and the line numbers, the
PB converter 206 electrically disconnects the computer telephony cards corresponding to the two received line numbers from each other (step S66). - By the disconnection, the audio channel formed between the two telephone terminals corresponding to the computer telephony cards 28-1 and 28-2 is cut, whereby the communication is terminated.
- Thereafter, the
PB converter 206 transmits a multiuser-communication-terminated notification to thegame server 208 to notify thegame server 208 that the multiuser communication has been terminated (step S67). - A multiuser-communication-status-requesting sequence is a sequence for inquiring whether the line corresponding to the selected line number is currently connected to any of other lines.
- The multiuser-communication-status-requesting sequence is shown in
Fig. 23 . - The
game server 208 transmits a multiuser communication status request together with the selected line number in order to inquire thePB converter 206 whether the selected line is currently connected to any of other lines (step S70). - Receiving the request and the selected line number, the
PB converter 206 refers to a line status database for the received line number (step S71). When the selected line is connected to any of other lines, thePB converter 206 transmits a multiuser communication status notification including a group of line numbers to thegame server 208, while when the selected line is connected to none of other lines, thePB converter 206 transmits a multiuser communication status notification notifying the status to the game server 208 (status S72). - Next, a description will be given to the general operation of the first embodiment. Since the first network game server 200-1 and the second network game server 200-2 operate in the same manner, the second network game server 200-2 will be mainly described hereinafter.
- When any of the
stationary telephone terminal 301, theportable telephone terminal 302 or theportable telephone terminal 303 originates a call to the second network game server via thepublic line network 300, thePB converter 206 performs the start-up sequence, transmits the number of the connected line and the caller number (or caller identification number corresponding to the caller number) used as the identifier for the telephone terminal to notify thegame server 208 of the numbers, and registers the line number and the caller number (or caller identification number corresponding to the caller number) in a database (DB) after associating them with each other. - Meanwhile, after registering the line number and caller number (or caller identification number corresponding to the caller number) associated with each other in the database, the
game server 208 transmits PB-signal-input permission, which permits the telephone terminal corresponding to the registered line number (or caller number or caller identification number corresponding to the caller number) to input a PB signal, to thePB converter 206, which in turns returns a PB-signal-input-permitted notification in response to the PB-signal-input permission, whereby the start-up sequence is completed. Thereafter, thePB converter 206 is ready for accepting the input of the PB signal from the telephone terminal which has originated a call. - Along with this, a character (game character) corresponding to a player who is the user of the telephone terminal ready for accepting the input of the PB signal is displayed on the screen of the large-
screen display 209 or thetelevision 305. - Thereafter, when the player operates the keypad of a telephone terminal, for example, the
portable telephone terminal 302, PB signals corresponding to the operations are inputted in thePB converter 206. - Then, the PB converter converts the inputted PB signals into control data (binary data) for controlling the
game server 208 and transmits the control data together with the line number corresponding to theportable telephone terminal 302 from which the PB signals have been inputted. - More specifically, when the
portable telephone terminal 302 originates a call to thePB converter 206 via thepublic line network 300, thePB converter 206 not only allocates any of computer telephony cards 28-1 to 28-n to the call but also outputs the call together with the line number corresponding to the allocated computer telephony card 28-x (x: 1 to n) to thegame server 208 via thedata communication card 26. Further, when a plurality of lines can be allocated to a single computer telephony card, the line numbers are allocated to the ports of the computer telephony card and transmitted to thegame server 208. - Then, the
MPU 20 generates control data (binary data) for controlling thegame server 208 on the basis of the control program stored in theROM 21 and outputs the control data to thegame server 208 via thedata communication card 26 as described above. - The
game server 208 performs keyboard emulation on the basis of the inputted control data (binary data) and controls the display of the corresponding character (including the display of the character's reaction along with his movement and action) on a screen on the basis of the inputted line number. - More specifically, the
MPU 35 of thegame server 208 operates on the basis of the control program stored in theROM 36 and stores the control data (binary data) inputted from thePB converter 206 in theRAM 37. - Then, the
MPU 35 converts the control data (binary data) inputted on the basis of the keyboard emulation function into an operation code and passes the operation code to the game application, whereby the game proceeds. - Next, a description will be given to the operation when multiuser communication is carried out in the present embodiment. In this case as well, the first network game server 200-1 and the second network game server 200-2 operate basically in the same manner. Therefore, the second network game server 200-2 will be mainly described hereinafter.
- The
game server 208 is set to make a multiuser communication initiation request when the (game) characters of players come close to each other within a predetermined distance on the screen of the large-screen display 209 as indicated by the symbols C and D inFig. 25 . For example, thegame server 208 is set to make the request when adjacent characters come close to each other within a predetermined distance. - This setting implies that the characters are close enough to each other to communicate with each other.
- In such a state, the
game server 208 transmits a multiuser transmission initiation request together with the two line numbers (numbers specifying computer telephony cards) corresponding to the game characters C and D to thePB converter 206 in order to request the initiation of multiuser communication. - Receiving the request and the line numbers, the
PB converter 206 electrically connects the computer telephony cards corresponding to the two received line numbers, and an audio channel is formed between the two telephone terminals, whereby communication is established. - Thereafter, the
PB converter 206 transmits a multiuser-communication-initiated notification to thegame server 208 to notify thegame server 208 that multiuser communication has been initiated. - As a result, the players corresponding to the characters C and D, for example, can easily exchange such words as "Hello" and "Hi" with each other via the earphones and microphones of the portable telephone terminals.
- While the multiuser communication is in progress, the
game server 208 transmits a multiuser communication status request together with the number of the selected line in order to inquire thePB converter 206 at predetermined time intervals whether the selected line is currently connected to any of other lines or not. ThePB converter 206 refers to a line status database for the received line number. When the selected line is being connected to any of other lines, thePB converter 206 transmits a multiuser communication status notification including a group of line numbers to thegame server 208, while when the selected line is connected to none of other lines, thePB converter 206 transmits a multiuser communication status notification notifying the status to thegame server 208. - More specifically, in the case of the above example, when the multiuser communication status request is transmitted together with the selected line number corresponding to the character C, a multiuser communication status notification including the line numbers corresponding to the characters C and D is returned.
- Thereafter, when the character C has stopped playing the game, the
game server 208 transmits a multiuser communication termination request together with the two line numbers corresponding to the characters C and D to thePB converter 206 in order to request the termination of the communication between particular players, i.e., the players corresponding to the characters C and D, and thePB converter 206 electrically disconnects the computer telephony cards corresponding to the received two line numbers from each other. By the disconnection, the audio channel formed between the two players corresponding to the characters C and D is cut, whereby the communication is terminated. Thereafter, thePB converter 206 transmits a multiuser-communication-terminated notification to thegame server 208 to notify thegame server 208 that the multiuser communication has been terminated. - A more detailed description will be given to the operation when multiuser communication is carried out.
- Firstly, with reference to
Figs. 28 and31 , the operation of multiuser connections among the computer telephony cards 28-1 to 28-n will be described. - As described above, the
MVIP controller 431 controls the connection of each telephony port of the cards for both input and output. - In the present embodiment, since a game participant uses a telephone terminal as a controller when the multiuser communication is not carried out, so-called communication is not carried out. In this case, the input data from each telephony port is used mainly for detecting a PB signal in the
DSP 432. The output data to each telephony port is, for example, sound data of sound effects provided by the above-described multimedia-pooling function F5. - At the time of multiuser communication, as will be described below, a line connection is conducted in the
MVIP controller 431 as follows. - Firstly, when the lines allocated to the telephony ports in the same card are to be connected, the
DSP 432 outputs a signal, which instructs theMVIP controller 431 to make a connection such that the input data from one telephony port is read in as the output data to the other telephony port, to theMVIP controller 431. Receiving the signal, theMVIP controller 431 makes the instructed connection, so that the audio inputted from the telephone terminal line-connected to one of the telephony ports is outputted to the telephone terminal line-connected to the other telephony port. - Next, when telephony ports in different cards are connected, the
DSP 432 outputs a control signal to theMVIP controller 431 to specify a channel and a slot on the MVIP bus, which is connected to theMVIP controller 431, for storing the input data from the telephony port used in multiuser communication and a channel and a slot on the MVIP bus for storing the output data to the telephony port. - Receiving the control signal, the
MVIP controller 431 outputs the input data from the telephony port to the slot on the channel specified by theDSP 432 and outputs the data stored in the slot on the channel specified by theDSP 432 to the telephony port (refer toFig. 31 ). - Although the connection for two-user communication has just been described, communication involving three or more users can be carried out by specifying a channel and a slot for storing input data and a channel and a slot for storing output data for each telephony port.
- Next, the operation at the time of initiating the multiuser communication will be described with reference to the sequence shown in
Fig. 32 . A description will be given to the overall operation at the time of initiating two-user communication on the basis of the sequence between thePB converter 206 and thegame server 208 which has been already described. - A PB signal is inputted into the
PB converter 206 by operating the ten key of a telephone terminal (S101). ThePB converter 206 converts the PB signal into the above-described command (S102) and transmits the command to the game server 208 (S103). - After receiving the command, the
game server 208 processes the processes on the game application by interpreting the command and determines whether or not to initiate multiuser communication (S104). This determination will be described in detail later by presenting specific examples. - When it has been determined in the step S104 that multiuser communication is not to be initiated ("No" in the step S104), the
game server 208 waits for another command from thePB converter 206. - On the other hand, when it has been determined in the step S104 that multiuser communication is to be initiated ("Yes" in the step S104), the
game server 208 transmits a multiuser-communication-initiation-requesting command to the PB converter 206 (S105). As described above, thePB converter 206 controls the computer telephony cards 28-1 to 28-n, line-connects the telephony ports with each other (S106) and transmits a multiuser-communication-initiation command to the game server 208 (S107). - Next, the operation at the time of terminating the multiuser communication will be described with reference to the sequence shown in
Fig. 33 . - When the two-user communication is in progress between two telephone terminals by the above-described line connection between the telephony ports (S201) and a PB signal is inputted into the
PB converter 206 by operating the ten key of the telephone terminal (S202), thePB converter 206 converts the PB signal into a command (S203) and transmits the command to the game server 208 (S204). - After receiving the command, the
game server 208 interprets the received command to determine whether or not to terminate the multiuser communication (S205). This determination will also be described in detail later together with the determination of whether or not to initiate the multiuser communication. - When it has been determined in the step S205 that the multiuser communication is not to be terminated ("No" in the step S205), the
game server 208 waits for another command from thePB converter 206. When it has been determined that the multiuser communication is to be terminated ("Yes" in the step S205), thegame server 208 transmits the above-described multiuser-communication-termination-requesting command to the PB converter 206 (S206). - After receiving the command, the
PB converter 206 switches the state of connection in the computer telephony cards 28-1 to 28-n from a multiuser-connected state to a multiuser-not-connected state (S207) and transmits a multiuser-communication-termination command to the game server 208 (S208). - Next, the determination of whether or not to initiate or terminate the multiuser communication will be described with reference to
Fig. 34 . In the game application of the present embodiment, the position where a character is to be displayed is specified by the Y and Y axes on the screen. In the present embodiment, X1, X2, ... and Xmax coordinates can be specified in the direction of the X axis, Y1, Y2, ... and Ymax coordinates can be specified in the direction of the Y axis, and grids that can be specified by (Y, Y) are formed on the screen. - When a character is displayed on the screen, the character number allocated to the character and the coordinates at which the character is displayed are stored together in the database of the
game server 208. - In the present embodiment, the line number and the caller number are associated with each other and registered in the database (refer to
Fig. 10 ) and, when a game is to be started, a character is allocated to the line number and the coordinates at which the character is displayed are determined. Further, the same user may be allowed to use the same character every time by preparing in advance a database in which caller numbers and character numbers are associated with each other and registered, or the user may be allowed to select a desired character from usable characters at the time of participating the game. - In the present embodiment, image data for displaying a character is stored in the
external storage 41 of thegame server 208 for each character number. Since the character numbers allocated to the users who have already been participating in the game are already registered in the database, thegame server 208 searches, selects and allocates a character number which is not yet registered in the database when receiving a line number from thePB converter 206. Then, the allocated character number and the line number are associated with each other and registered in the database. - Then, the
game server 208 determines the coordinates at which the allocated character is displayed on the screen. In the present embodiment, the initial display position of the character is made unpredictable by using random numbers. The determined coordinates are also associated with the line number and stored in the database. - Next, the present embodiment will be described by presenting specific examples based on
Figs. 30 and34 . It is assumed that the caller number of the user who has already been participating in the game is "090123456789" and the line number "0" is allocated to this user. It is also assumed that the character number "Ca0" is allocated to the line number "0" and the display coordinates are (X4, Y3). - It is now assumed that the line number "1" is allocated to a user with the caller number "09012345321" when the user participates in the game, that the character number "Ca1" is allocated to this line number and that the initial display position is determined to be (X6, Y4) by the calculation using random numbers.
- When the game participant with the caller number "09012345321" operates the ten key of a telephone terminal, the PB signal corresponding to the operated key is inputted to the
PB converter 206, and the command representing the operated ten key is inputted to thegame server 208 as described above. Thegame server 208 updates the display position of the character by calculating the display coordinates of the character according to the following rule. - As already described above, since the command transmitted from the
PB converter 206 has already been converted into key event data by the keyboard emulation function F21, thegame server 208 identifies the line number corresponding to the inputted key event. Then, thegame server 208 refers to the database on the basis of the line number to select a character to move and specify the current display coordinates of the character. - Then, it is determined from the key event data which key the user has operated. In the present embodiment, the character is moved to the upper left when the key "1" is determined to have been pressed, one grid above when the key "2" is determined to have been pressed, to the upper right when the key "3" is determined to have been pressed, one grid left when the key "4" is determined to have been pressed, one grid right when the key "6" is determined to have been pressed, to the lower left when the key "7" is determined to have been pressed, one grid down when the key "8" is determined to have been pressed, and to the lower right when the key "9" is determined to have been pressed.
-
- When the coordinate values calculated by the calculation are "0", the coordinates are not to be updated and the display position of the character is not changed. After the display position of the character is changed by updating the coordinates of the character as described above, it is determined whether the moved character is now at an adjacent position to any of other characters. The terms "adjacent position" as used herein represent the condition where other character(s) is/are displayed in any of upper, lower, left and right grids adjacent to the grid in which a character is displayed.
- When the coordinates of the character whose display position has been changed by the command inputted from the
PB converter 206 are represented as (Xa, Xb), other characters are on the adjacent coordinates when (Xb, Yb) which satisfies the following expression exists. - In the example shown in
Fig. 34 , the coordinates of the character Ca0 are (Y4, Y3). Therefore, when other characters are adjacent to this character, they are displayed on any of (X3, Y3), (X4, Y2), (X5, Y3) and (X4, Y4). InFig. 34 , since the character Ca1 is displayed on (X6, Y4), when a user presses the key "1" out of the ten keys of a terminal, the coordinates of the character Ca1 are updated as follows. - When it has been determined that they are at adjacent positions to each other, the
game server 208 determines to initiate the aforementioned multiuser communication (refer toFig. 32 ), identifies the line numbers corresponding to the characters adjacent to each other by referring to the database, generates a multiuser-communication-requesting command specifying the line numbers and transmits the command to thePB converter 206. - Meanwhile, when it has been determined after the initiation of the multiuser communication that the adjacent positions have been cancelled, it is determined that the multiuser communication has been ended. The cancellation of the adjacent positions means that the coordinates (Xb, Yb) which satisfy the expression |Xa-Xb| + |Ya-Yb| = 1 no longer exist for the character whose coordinates have been changed on the basis of the command from the PB converter. Although the adjacent positions have been described only for vertically adjacent grids and horizontally adjacent grids in the above description, the diagonally adjacent grids may also be included.
- Thus, since any number of users can participate in the game by using telephone terminals and initiate the multiuser communication on the game according to the predetermined condition, a variety of applications using a telephone terminal as a controller can be provided. The examples of applications in which the multiuser communication is initiated according to the predetermined condition are shown in
Figs. 35 and38 . -
Fig. 35 shows an example of the application in which characters in predetermined areas communicate with each other. In this example, the coordinate range of a communication area and a communication channel are registered in advance and, when the coordinates of the character match the condition of the coordinate range, the multiuser communication initiation command is transmitted over the communication channel set in the range. In the example shown inFig. 35 , communications are initiated between characters Ca0 and Ca1 and between characters Ca2 and Ca3. - Further,
Fig. 36 shows an example of the application in which a predetermined point (area or grid) is set to be a communicatable point. On the game, each point is displayed as a telephone booth, and the connection number allocated to each point is also displayed. When the coordinates of a character match the coordinates of a communicatable point, the line number of the character is allowed to request a connection to other communicatable point. More specifically, in the example shown inFig. 36 , communicatable points to which theconnection numbers connection number 3 while the coordinates of the character Ca1 match the coordinates of the point with theconnection number 2. In this case, the character Ca0 is allowed to request a connection to theconnection number 2. When the key "2" out of the ten keys of the telephone terminal of the game participant to whom the character Ca0 has been allocated is pressed, multiuser communication is initiated between this telephone terminal and the telephone terminal of the game participant to whom the character Ca1 has been allocated. -
Fig. 37 shows an example of the application in which a game participant to whom a particular character has been allocated is allowed to select which other game participant to communicate with. Selectable characters are displayed on the screen together with connection numbers thereof and, when a game participant to whom a character having a right to make a selection has been allocated selects a desired connection number by the ten key of a telephone terminal, the game participant to whom the character with the selected number has been allocated initiates multiuser communication with this telephone terminal. - The determination of the character having a right to make a selection and the selectable characters can be varied according to the contents of the game.
- While only one character having a right to make a decision corresponds to a plurality of selectable characters in the application example shown in
Fig. 37 , a plurality of characters having a right to make a selection correspond to a plurality of selectable characters in the application example shown inFig. 38 . In this example, all the game participants to whom the characters displayed on the screen have been allocated are provided with a right to make a decision and a connection number. Such applications shown inFigs. 37 and 38 can be implemented by registering the correspondences between the line numbers to which the characters are allocated and the connection numbers. - Further, though illustration will be omitted, when the game is played against other game participant, for example, multiuser communication may be carried out between opponents.
- Alternatively, the actions of the characters may be controlled by the application such that the positions of the characters are fixed for a given period of time after the initiation of the multiuser communication. In this case, the
game server 208 transmits, for example, a PB signal input prohibition command to thegame server 208. - While, in the above description, a user can participate in the game when he makes a request for connection, the
game server 208 may also make the request for connection. For example, the caller numbers of users who can participate in the game are registered in a database in advance, users who wish to participate in the game are selected under a predetermined condition, and thegame server 208 requests a connection to the users. - In such a case, as shown in
Fig. 39 , thegame server 208 transmits a call request command representing a call ID to the PB converter 206 (S80), and thePB converter 206 originates a call to a user to initiate a connection therebetween (S81), registers the correspondence between the line number and the caller number in the database (S82) and transmits the line number to the game server 208 (S83). - The
game server 208 associates the received line number with the caller number and registers the numbers in the database (S84). - Following the above procedures, the
game server 208 can select a user to be connected, and the variations of the application can be further increased. - As described above, according to the first embodiment of the present invention, since telephone terminals (such as stationary telephones, mobile telephones and PHS) are used as control terminals, everybody can participate in the game with ease and audio communication can be carried out between players.
- Further, since the large-screen display can be placed anywhere, a game can be played at a variety of places.
- In the second embodiment of the present invention, a network information system will be described by taking a real-time network data accumulation system that accumulates data such as questionnaires in real time as an example.
- The general constitution of the peripheral devices of a network accumulation server in a real-time network data accumulation system is shown in
Fig. 26 . InFig. 26 , the same components as found in the first embodiment ofFig. 1 are represented by the same numbers. - A description will be given with reference to
Fig. 1 as well asFig. 26 hereinafter. - A network accumulation server 200-3 comprises a
PB converter 206 that converts the PB signal inputted from apublic line network 300 into control data, a private branch exchange (PBX) 207 that connects thestationary telephone terminal 301,portable telephone terminal 302 orportable telephone terminal 303 connected via thepublic line network 300 to thePB converter 206, anaccumulation server 221 that actually executes a data accumulation application program, a database (DB)management device 222 that stores data such as a variety of questions required for data accumulation or accumulation results, a large-screen display 209 that displays questions or accumulation results on the basis of the image signals outputted from theaccumulation server 221, and abroadcaster 211 that converts the image signals and audio signals outputted from theaccumulation server 208 into broadcast radio waves and transmits the broadcast radio waves to ahousehold television 305 via abroadcast antenna 210. - The
accumulation server 221 and thedatabase management device 222 constitute anaccumulation server system 220. - Next, a description will be given to the general operation of the second embodiment.
- The
accumulation server 221 executes a data accumulation application program, reads data such as a variety of questions required for data accumulation from thedatabase management device 222, and outputs the image signals corresponding to the data to the large-screen display 209 and thebroadcaster 211. - Thereafter, the large-
screen display 209 displays the questions on the screen on the basis of the image signals outputted from theaccumulation server 221. - Further, the
broadcaster 211 converts the image signals and audio signals outputted from theaccumulation server 208 into broadcast radio waves and transmits the broadcast radio waves to thehousehold television 305 via thebroadcast antenna 210. - Thereafter, when a researchee originates a call to the second network accumulation server 200-3 via the
public line network 300 by using any of thestationary telephone terminal 301, theportable telephone terminal 302 or theportable telephone terminal 303, thePB converter 206 performs the start-up sequence, transmits the number of the connected line and the caller number (or caller identification number corresponding to the caller number) used as the identifier for the telephone terminal to theaccumulation server 220 to notify theaccumulation server 220 of the numbers, and registers the line number and the caller number (or caller identification number corresponding to the caller number) in a database, which is not shown, after associating them with each other. - Meanwhile, after associating the line number and the caller number (or caller identification number corresponding to the caller number) with each other and registering them in the database not shown, the
accumulation server 208 transmits PB-signal-input permission, which permits the telephone terminal corresponding to the registered line number (or caller number or caller identification number corresponding to the caller number) to input a PB signal, to thePB converter 206, which in turn returns a PB-signal-input-permitted notification in response to the PB-signal-input permission, whereby the start-up sequence is completed. Thereafter, thePB converter 206 is ready for receiving the PB signal from the telephone terminal which has originated the call. - Then, when the researchee operates the keypad of the telephone terminal as indicated on the question-displaying screen, the PB signals corresponding to the operations of the keypad are inputted into the
PB converter 206. - Then, the
PB converter 206 converts the inputted PB signals into accumulation data (binary data) for theaccumulation server 221 and outputs the data together with the line number corresponding to thetelephone terminal 302 which has inputted the PB signals to theaccumulation server 221. - More specifically, when the
portable telephone terminal 302 originates a call to thePB converter 206 via thepublic line network 300, thePB converter 206 not only allocates any one of computer telephony cards 28-1 to 28-n to the call but also outputs the call together with the line number corresponding to the allocated computer telephony card 28-x (x: 1 to n) to theaccumulation server 220 via adata communication card 26. - Then, the
MPU 20 of thePB converter 206 generates accumulation data (binary data) for theaccumulation server 221 on the basis of the control program stored in aROM 21 and outputs the data to theaccumulation server 221 via thedata communication card 26 as described above. - The
accumulation server 221 conducts accumulation on the basis of the inputted accumulation data (binary data) and, as required, displays the result of the accumulation on the accumulation-result screen corresponding to the line number. - More specifically, the MPU of the
accumulation server 221 operates on the basis of the control program stored in the ROM and stores the accumulation data (binary data) inputted from thePB converter 206 in a RAM temporarily. - Then, the MPU conducts accumulation on the basis of the inputted accumulation data (binary data) and then outputs the result of the accumulation to the large-
screen display 209 or to the broadcaster or stores the result of the accumulation as accumulation result data in thedatabase management device 222. - If the number of researchees is not limited in the
PB converter 206, the above system can be used to implement an accumulation system for any number of researchees, while when the number of researchees registered in advance is limited in thePB converter 206, the above system can be used to implement an accumulation system only for particular researchees. - According to the second embodiment of the present invention, data can be accumulated in real time, and a system can be implemented with ease, at low costs and with flexibility even when a number of researchees are required.
- In the third embodiment of the present invention, a network information system will be described by taking a broadcast contents distribution system as an example.
- The general constitution of the broadcast contents distribution system is shown in
Fig. 27 . InFig.27 , the same components as found in the first embodiment ofFig. 1 are represented by the same numbers. - The broadcast contents distribution system comprises a center server 200-4 that distributes contents and a
public line network 300 that connects aportable telephone terminal 303 to the server 200-4 via a communication line. - The center server 200-4 comprises a
PB converter 206 that converts the PB signals (including selection data DSEL to be described later) inputted from thepublic line network 300 into control data and transmits descrambling data DKEY which is provided by a center server 225 to be described later to a telephone terminal, a private branch exchange (PBX) 207 that connects thestationary telephone terminal 301,portable telephone terminal 302 orportable telephone terminal 303 connected via thepublic line network 300 to thePB converter 206, the center server 225 that conducts broadcast contents distribution through the use of a cable television system (CATV) or satellite broadcasting (BS broadcasting), adatabase management device 226 that stores a variety of contents, and a settop box 227 that descrambles the scrambled picture signals (= contents) distributed from the center server 225 by the cable television system (CATV) or by the satellite broadcasting (BS broadcasting) from abroadcasting satellite 228 via aparabolic antenna 229, on the basis of the descrambling data DKEY provided from the telephone terminal and outputs the descrambled picture signals to thetelevision 305 as normal picture signals. - The
public line network 300 comprises a wirelesspublic line network 306,wireless base station 308 and acontrol station 310. - Next, a description will be given to the general operation of the third embodiment.
- In this case, it is assumed that the center server 200-4 distributes a variety of scrambled broadcast (only downlink) contents via a cable television system or satellite broadcasting and a user intends to view a certain content out of the contents.
- Further, it is also assumed that the user knows how to select the content he intends to view by certain means (such as program schedule).
- When the
portable telephone terminal 303 originates a call to the center server 200-4 via thepublic line network 300, thePB converter 206 performs the start-up sequence, transmits the number of the connected line and the caller number (or caller identification number corresponding to the caller number) used as the identifier for the telephone terminal, and registers the line number and the caller number (or caller identification number corresponding to the caller number) in a database (DB) after associating them with each other. - Meanwhile, the center server 225 associates the line number with the caller number (or caller identification number corresponding to the caller number) and registers them in a database while constantly distributing broadcast contents by using the cable television system (CATV) or the satellite broadcasting (BS broadcasting).
- Thereafter, the
game server 208 transmits PB-signal-input permission, which permits the telephone terminal corresponding to the registered line number (or caller number or caller identification number corresponding to the caller number) to input a PB signal, to thePB converter 206, which in turn returns a PB-signal-input-permitted notification in response to the PB-signal-input permission, whereby the start-up sequence is completed. Thereafter, thePB converter 206 is ready for accepting the input of the PB signal from the telephone terminal which has originated a call. - Along with this, when the user operates the keypad of the
portable telephone terminal 303 to select the content he intends to view, a PB signal as the selection data DSEL is inputted from theportable telephone terminal 303 to thePB converter 206 via thewireless base station 308, thecontrol station 310, the wirelesspublic line network 306 and thePBX 207. - Then, the PB converter converts the PB signal as the inputted selection data DSEL into control data (binary data) that can be recognized by the
game server 208 and outputs the control data together with the line number corresponding to theportable telephone terminal 302 that has inputted the PB signal to thegame server 208. - The center server 225 transmits the descrambling data DKEY corresponding to the control data (binary data) as the inputted selection data DSEL to the
portable telephone terminal 303 via the PB converter, thePBX 207, the wirelesspublic line network 306, thecontrol station 310 and thewireless base station 308. - Thereafter, when the
portable telephone terminal 303 transmits the descrambling data DKEY to the settop box 227 via a cable or wireless communication using infrared radiation or the like, the settop box 227 descrambles the scrambled picture signals (= contents) distributed from the center server 225 via the cable television system (CATV) or via the satellite broadcasting (BS broadcasting) and theparabolic antenna 229, on the basis of the descrambling data DKEY provided from the telephone terminal and outputs the descrambled picture signals to thetelevision 305 as normal picture signals. - As a result, the content image desired by the user, which corresponds to the selection data DSEL, is displayed on the
television 305. - According to the third embodiment of the present invention, the set top box may not have a communication mechanism to connect to the center server 225. Therefore, the constitution of the device can be simplified and the installation can also be facilitated to a great extent.
- Further, since the descrambling data is obtained via a telephone terminal, the charge for the data can be made at the time of billing regular telephone calls, and the set top box needs not to manage the billing information.
- Although it has so far been described that the PB converter is connected to the game server, the accumulation server or the center server, the PB converter can also be applied to any server that provides information interactively.
- While one large-screen display is provided for one game server in the above description, a plurality of large-screen displays placed at different locations may be provided for one game server.
- By such a constitution, players in Tokyo and Osaka can participate in the same game by viewing the same screen image.
- Further, it is also possible for a player to resume playing the same game on another large-screen display even after he moves to another place.
- While it has been described above that multiuser communication is carried out when characters on the screen come within a predetermined range, it is also possible to carry out the multiuser communication by selecting a specific character.
- In this case, the character may be selected not only by the game server but also by a player.
Claims (10)
- A network information system (100), which comprises:- a stationary telephone terminal (301), a first portable telephone terminal (302), and a second portable telephone terminal (303),- a server (203, 208) comprising an emulation unit (F21) adapted to convert control data received via a communication line into operation control data for the corresponding application program, and- a signal converter (201, 206) comprising a signal-converting unit (F1) that is connected to the stationary telephone terminal (301), the first portable telephone terminal (302) and the second portable telephone terminal (303) via public communication lines and is configured to convert a DTMF signal from the stationary telephone terminal (301), the first portable telephone terminal (302) and the second portable telephone terminal (303) into predetermined control data, and a data-transmitting unit (F9) adapted to transmit the control data to the server via the communication line,wherein
each of said stationary telephone terminal (301), said first portable telephone terminal (302), and said second portable telephone terminal (303) comprises a keypad and is configured to transmit a DTMF signal to said signal converter in response to an operation of said keypad;
the server (203, 208) further comprises a processor (31, 35) for executing an application program using said operation control data converted by said emulation unit, wherein said operation control data corresponds to one or more of said stationary telephone terminal (301), said first portable telephone terminal (302) and said second portable telephone terminal (303); and
the server (203, 208) further comprises a screen display (204, 209) for displaying a screen under the control of the processor executing the application program,
characterized in that said server (203, 208) further comprises:a connection instructing unit (F24) for providing a connection instruction including a designation of at least two telephone terminals of said stationary telephone terminal (301), said first portable telephone terminal (302), or said second portable telephone terminal (303) on the basis of an executed result of said application program, and transmitting said connection instruction to said signal converter (201, 206); andsaid signal converter (201, 206) further comprises a voice communication line forming unit (F13) for forming a voice communication line between said stationary telephone terminal (301), said first portable telephone terminal (302), or said second portable telephone terminal (303) designated by said connection instruction. - The network information system of claim 1, wherein said signal converter comprises a connection-request-rejecting unit configured to reject a connection request from a stationary telephone terminal (301), a first portable telephone terminal (302), and a second portable telephone terminal (303) other than the telephone terminal registered in advance.
- The network information system of claim 2, wherein the connection-request-rejecting unit further comprises a connection-not-granted message-transmitting unit configured to transmit a connection-not-granted message to the telephone terminal other than the telephone terminal registered in advance when receiving a connection request from the telephone.
- The network information system of claim 1, wherein said signal converter comprises:an audio-information-storing unit configured to store audio information in advance, andan audio-information-transmitting unit configured to read the audio information from the audio-information-storing unit and to transmit it to a telephone terminal of the stationary telephone terminal (301), the first portable telephone terminal (302), and the second portable telephone terminal (303) when audio-output-instructing data is inputted from the server.
- The network information system of claim 1, wherein the data-transmitting unit further comprises a data-transmission-prohibiting unit configured to prohibit the transmission of the control data corresponding to the telephone terminal other than the telephone terminal which is permitted to transmit the control data at a predetermined timing when receiving DTMF signals from a plurality of telephone terminals.
- The network information system of claim 1, wherein the number of communication lines is at least two and the data-transmitting unit is configured to transmit the same control data to the plurality of communication lines simultaneously.
- The network information system of claim 1, wherein said signal converter comprises a target-server-selecting unit configured to select a server to which the signal converter should be connected via the communication line when a predetermined DTMF signal is inputted.
- The network information system according to claim 1, wherein said server (203, 208) further comprises a data transmitter (F31) for transmitting a communication line number of a telephone terminal of said stationary telephone terminal (301), said first portable telephone terminal (302), or said second portable telephone terminal (303) and data addressed to said telephone terminal to said signal converter (201, 206) through at least one of said communication lines.
- The network information system of claim 1, wherein the application program is an application program for accumulation and the operation control data is used as data for accumulation.
- The network information system of claim 1, wherein the application program is a game program.
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PCT/JP2000/005143 WO2001010103A1 (en) | 1999-07-30 | 2000-07-31 | Signal conversion device, server device, network information system and control methods for them, and telephone terminal device |
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US5884262A (en) * | 1996-03-28 | 1999-03-16 | Bell Atlantic Network Services, Inc. | Computer network audio access and conversion system |
JPH10307766A (en) | 1997-05-02 | 1998-11-17 | Nippon Joho Tsushin Consulting Kk | Method and system for accessing data base |
JPH11164058A (en) * | 1997-11-26 | 1999-06-18 | Hitachi Electron Service Co Ltd | Portable type music selection/viewing system |
-
2000
- 2000-07-31 AU AU61836/00A patent/AU769147B2/en not_active Ceased
- 2000-07-31 US US09/787,739 patent/US6681000B1/en not_active Expired - Lifetime
- 2000-07-31 EP EP00948343.9A patent/EP1124368B1/en not_active Expired - Lifetime
- 2000-07-31 JP JP2001513873A patent/JP3949961B2/en not_active Expired - Fee Related
- 2000-07-31 CA CA002343942A patent/CA2343942C/en not_active Expired - Lifetime
- 2000-07-31 WO PCT/JP2000/005143 patent/WO2001010103A1/en active IP Right Grant
- 2000-07-31 CN CNB00802099XA patent/CN100355263C/en not_active Expired - Fee Related
Also Published As
Publication number | Publication date |
---|---|
AU6183600A (en) | 2001-02-19 |
CN100355263C (en) | 2007-12-12 |
CN1322429A (en) | 2001-11-14 |
CA2343942A1 (en) | 2001-02-08 |
EP1124368A4 (en) | 2005-05-18 |
JP3949961B2 (en) | 2007-07-25 |
AU769147B2 (en) | 2004-01-15 |
CA2343942C (en) | 2004-09-14 |
US6681000B1 (en) | 2004-01-20 |
EP1124368A1 (en) | 2001-08-16 |
WO2001010103A1 (en) | 2001-02-08 |
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